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By Hermetix
I am trying to setup the custom wizard for making a 3ds MAX 2018 plugin (to export a character animation data), but I can't locate the wizard file folder to put the .vsz file in. In the 3ds MAX 2018 docs, it only mentions where the folder is in VS 2015 (VC/vcprojects). It's a VC++ project, but I don't see any folder in VC for the wizard files. I'm using VS 2017 update 15.5.6 Enterprise, and the folders in VC are: Auxiliary, Redist and Tools.
Thanks.

By elect
Hi,
ok, so, we are having problems with our current mirror reflection implementation.
At the moment we are doing it very simple, so for the ith frame, we calculate the reflection vectors given the viewPoint and some predefined points on the mirror surface (position and normal).
Then, using the least squared algorithm, we find the point that has the minimum distance from all these reflections vectors. This is going to be our virtual viewPoint (with the right orientation).
After that, we render offscreen to a texture by setting the OpenGL camera on the virtual viewPoint.
And finally we use the rendered texture on the mirror surface.
So far this has always been fine, but now we are having some more strong constraints on accuracy.
What are our best options given that:
 we have a dynamic scene, the mirror and parts of the scene can change continuously from frame to frame
 we have about 3k points (with normals) per mirror, calculated offline using some cad program (such as Catia)
 all the mirror are always perfectly spherical (with different radius vertically and horizontally) and they are always convex
 a scene can have up to 10 mirror
 it should be fast enough also for vr (Htc Vive) on fastest gpus (only desktops)
Looking around, some papers talk about calculating some caustic surface derivation offline, but I don't know if this suits my case
Also, another paper, used some acceleration structures to detect the intersection between the reflection vectors and the scene, and then adjust the corresponding texture coordinate. This looks the most accurate but also very heavy from a computational point of view.
Other than that, I couldn't find anything updated/exhaustive around, can you help me?
Thanks in advance

By KarimIO
Hey guys! Three questions about uniform buffers:
1) Is there a benefit to Vulkan and DirectX's Shader State for the Constant/Uniform Buffer? In these APIs, and NOT in OpenGL, you must set which shader is going to take each buffer. Why is this? For allowing more slots?
2) I'm building an wrapper over these graphics APIs, and was wondering how to handle passing parameters. In addition, I used my own json format to describe material formats and shader formats. In this, I can describe which shaders get what uniform buffers. I was thinking of moving to support ShaderLab (Unity's shader format) instead, as this would allow people to jump over easily enough and ease up the learning curve. But ShaderLab does not support multiple Uniform Buffers at all, as I can tell, let alone what parameters go where.
So to fix this, I was just going to send all Uniform Buffers to all shaders. Is this that big of a problem?
3) Do you have any references on how to organize material uniform buffers? I may be optimizing too early, but I've seen people say what a toll this can take.

By abarnes
Hello All!
I am currently pursuing a degree in video game programming, so far I have completed an intro to programming course and object oriented programming course. Both were taught using C++ as the programming langauge which I know is very popular for game development, but in these classes we do not actually do any game development. I would like to start to build my skills with C++ for game development as that is a common required thing for a job and am looking for ways to do this. Any recommendations such as books to read or youtube videos to watch will be greatly appreciated!

By Orella
I'm having problems rotating GameObjects in my engine. I'm trying to rotate in 2 ways.
I'm using MathGeoLib to calculate maths in the engine.
First way: Rotates correctly around axis but if I want to rotate back, if I don't do it following the inverse order then rotation doesn't work properly.
e.g:
Rotate X axis 50 degrees, Rotate Y axis 30 degrees > Rotate Y axis 50 degrees, Rotate X axis 30 degrees. Works.
Rotate X axis 50 degrees, Rotate Y axis 30 degrees > Rotate X axis 50 degrees, Rotate Y axis 30 degrees. Doesn't.
Code:
void ComponentTransform::SetRotation(float3 euler_rotation) { float3 diff = euler_rotation  editor_rotation; editor_rotation = euler_rotation; math::Quat mod = math::Quat::FromEulerXYZ(diff.x * DEGTORAD, diff.y * DEGTORAD, diff.z * DEGTORAD); quat_rotation = quat_rotation * mod; UpdateMatrix(); } Second way: Starts rotating good around axis but after rotating some times, then it stops to rotate correctly around axis, but if I rotate it back regardless of the rotation order it works, not like the first way.
Code:
void ComponentTransform::SetRotation(float3 euler_rotation) { editor_rotation = euler_rotation; quat_rotation = math::Quat::FromEulerXYZ(euler_rotation.x * DEGTORAD, euler_rotation.y * DEGTORAD, euler_rotation.z * DEGTORAD); UpdateMatrix(); }
Rest of code:
#define DEGTORAD 0.0174532925199432957f void ComponentTransform::UpdateMatrix() { if (!this>GetGameObject()>IsParent()) { //Get parent transform component ComponentTransform* parent_transform = (ComponentTransform*)this>GetGameObject()>GetParent()>GetComponent(Component::CompTransform); //Create matrix from position, rotation(quaternion) and scale transform_matrix = math::float4x4::FromTRS(position, quat_rotation, scale); //Multiply the object transform by parent transform transform_matrix = parent_transform>transform_matrix * transform_matrix; //If object have childs, call this function in childs objects for (std::list<GameObject*>::iterator it = this>GetGameObject()>childs.begin(); it != this>GetGameObject()>childs.end(); it++) { ComponentTransform* child_transform = (ComponentTransform*)(*it)>GetComponent(Component::CompTransform); child_transform>UpdateMatrix(); } } else { //Create matrix from position, rotation(quaternion) and scale transform_matrix = math::float4x4::FromTRS(position, quat_rotation, scale); //If object have childs, call this function in childs objects for (std::list<GameObject*>::iterator it = this>GetGameObject()>childs.begin(); it != this>GetGameObject()>childs.end(); it++) { ComponentTransform* child_transform = (ComponentTransform*)(*it)>GetComponent(Component::CompTransform); child_transform>UpdateMatrix(); } } } MathGeoLib: Quat MUST_USE_RESULT Quat::FromEulerXYZ(float x, float y, float z) { return (Quat::RotateX(x) * Quat::RotateY(y) * Quat::RotateZ(z)).Normalized(); } Quat MUST_USE_RESULT Quat::RotateX(float angle) { return Quat(float3(1,0,0), angle); } Quat MUST_USE_RESULT Quat::RotateY(float angle) { return Quat(float3(0,1,0), angle); } Quat MUST_USE_RESULT Quat::RotateZ(float angle) { return Quat(float3(0,0,1), angle); } Quat(const float3 &rotationAxis, float rotationAngleRadians) { SetFromAxisAngle(rotationAxis, rotationAngleRadians); } void Quat::SetFromAxisAngle(const float3 &axis, float angle) { assume1(axis.IsNormalized(), axis); assume1(MATH_NS::IsFinite(angle), angle); float sinz, cosz; SinCos(angle*0.5f, sinz, cosz); x = axis.x * sinz; y = axis.y * sinz; z = axis.z * sinz; w = cosz; } Any help?
Thanks.


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