Robert Miroshnichenko

3D Procedural Arctic Forest Environment Production

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    • By ramirofages
      Hello everyone, I was following this article:
      https://mattdesl.svbtle.com/drawing-lines-is-hard#screenspace-projected-lines_2
      And I'm trying to understand how the algorithm works. I'm currently testing it in Unity3D to first get a grasp of it and later port it to webgl.
      What I'm having problems with is the space in which the calculations take place. First the author calculates the position in NDC and takes into account the aspect ratio of the screen.  Later, he calculates a displacement vector which he calls offset, and adds that to the position that is still in projective space, with the offset having a W value of 1. What's going on here? why can you add a vector in NDC to the resulting position of the projection? what's the relation there?. Also, what is that value of 1 in W doing? shouldn't it be 0 ?
      Supposedly this algorithm makes the thickness of the line independent of the depth, but I'm failing to see why.
      Any help is appreciated. Thanks
    • By Levi Lohman
      First off, I have some experience in coding, and I've been told I am talented in the ways of mathematics, but I never learned an entire programming language well enough to make an actual game. But I'm not looking for a game engine where there is no coding or scripting at all, I would prefer something where you can set up the game world or levels by dragging and dropping objects in. But I could control the behavior of the objects through simple logic parameters that you set up by selecting things from lists and inputting data. 
      One example is that if you were dropping in the area the player would walk on you could select the object that the player would walk on and from a list that would come up you would select something like "Lable" or "Property" that would bring up a text box where you could input something like "solidSurface" and then you would select the level which would bring up a list where you could select an if/then choice and you would be guided through a thing called "Object Define" where it would say, "If object has lable/property, " and you would select from a list of lables or properties you already made like the "solidSurface" thing you entered in earlier, then you would select some things from a list saying "Player" and you would select an action like "Collide" and finally you would select an action that would happen on collision like "Stop" and you would end up with a surface the player can walk on top of.
      Or if you were making an RPG and you wanted to define how a certain attack worked and had already set up variables for the stats of the player, enemies, and equipment you could type in some things like "preDamage = (weaponAtk x 1.25) x ((playerStrgth / 100) + 1)" and "enemyDefence = enemyArmor x ((enemyEnd / 100) + 1)" and "actualDamage = preDamage - enemyDefence" then you would select an if/then/else template saying something like "if actualDamage < 0, actualDamage = 0, else enemyHP = enemyHP - actualDamage"

      If you know of a game engine that is like or similar to what I'm looking for or if you need more information to know for sure, please leave a reply.
    • By pristondev
      Hey guys, Im getting bounding box of a mesh in my engine using D3DXComputeBoundingBox, but when I use this function, looks like the mesh is every on position (0,0,0), but it isn't.
       
      The bounding box should be in position of sphere, and dont (0,0,0)

       
      D3DXComputeBoundingBox getting wrong sMin and sMax (how we can see on the pic, it isnt a problem of render...)

       
      How it should be:

       
      The code im using to get bounding box:
      BYTE * pData; pMeshContainer->MeshData.pMesh->LockVertexBuffer( D3DLOCK_READONLY, (void**)&pData ); //Compute Bounding Box D3DXComputeBoundingBox( (const D3DXVECTOR3*)(pData), pMeshContainer->MeshData.pMesh->GetNumVertices(), pMeshContainer->MeshData.pMesh->GetNumBytesPerVertex(), &pMeshContainer->cBoundingBox.sMin, &pMeshContainer->cBoundingBox.sMax ); pMeshContainer->cBoundingBox.sMid = (pMeshContainer->cBoundingBox.sMax - pMeshContainer->cBoundingBox.sMin) * 0.5f; pMeshContainer->cBoundingBox.sCenter = (pMeshContainer->cBoundingBox.sMax + pMeshContainer->cBoundingBox.sMin) * 0.5f; //Compute Bounding Sphere D3DXComputeBoundingSphere( (const D3DXVECTOR3*)(pData), pMeshContainer->MeshData.pMesh->GetNumVertices(), pMeshContainer->MeshData.pMesh->GetNumBytesPerVertex(), &pMeshContainer->cBoundingSphere.sCenter, &pMeshContainer->cBoundingSphere.fRadius ); pMeshContainer->MeshData.pMesh->UnlockVertexBuffer(); //We have min and max values, use these to get the 8 corners of the bounding box pMeshContainer->cBoundingBox.sBoxPoints[0] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMin.x, pMeshContainer->cBoundingBox.sMin.y, pMeshContainer->cBoundingBox.sMin.z ); //xyz pMeshContainer->cBoundingBox.sBoxPoints[1] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMax.x, pMeshContainer->cBoundingBox.sMin.y, pMeshContainer->cBoundingBox.sMin.z ); //Xyz pMeshContainer->cBoundingBox.sBoxPoints[2] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMin.x, pMeshContainer->cBoundingBox.sMax.y, pMeshContainer->cBoundingBox.sMin.z ); //xYz pMeshContainer->cBoundingBox.sBoxPoints[3] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMax.x, pMeshContainer->cBoundingBox.sMax.y, pMeshContainer->cBoundingBox.sMin.z ); //XYz pMeshContainer->cBoundingBox.sBoxPoints[4] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMin.x, pMeshContainer->cBoundingBox.sMin.y, pMeshContainer->cBoundingBox.sMax.z ); //xyZ pMeshContainer->cBoundingBox.sBoxPoints[5] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMax.x, pMeshContainer->cBoundingBox.sMin.y, pMeshContainer->cBoundingBox.sMax.z ); //XyZ pMeshContainer->cBoundingBox.sBoxPoints[6] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMin.x, pMeshContainer->cBoundingBox.sMax.y, pMeshContainer->cBoundingBox.sMax.z ); //xYZ pMeshContainer->cBoundingBox.sBoxPoints[7] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMax.x, pMeshContainer->cBoundingBox.sMax.y, pMeshContainer->cBoundingBox.sMax.z ); //XYZ SAFE_RELEASE( pMeshContainer->lpBoundingBoxMesh ); SAFE_RELEASE( pMeshContainer->lpBoundingSphereMesh ); //Create Bounding Sphere Mesh D3DXCreateSphere( lpDevice, pMeshContainer->cBoundingSphere.fRadius, 15, 10, &pMeshContainer->lpBoundingSphereMesh, NULL ); //Create Bounding Box Mesh float fWidth = pMeshContainer->cBoundingBox.sMax.x - pMeshContainer->cBoundingBox.sMin.x; float fHeight = pMeshContainer->cBoundingBox.sMax.y - pMeshContainer->cBoundingBox.sMin.y; float fDepth = pMeshContainer->cBoundingBox.sMax.z - pMeshContainer->cBoundingBox.sMin.z; D3DXCreateBox( lpDevice, fWidth, fHeight, fDepth, &pMeshContainer->lpBoundingBoxMesh, NULL ); Im not using any World transform on the mesh or bounding box...
    • By Yarden2JR
      Hi there everyone! I'm trying to implement SPH using CPU single core. I'm having troubles in making it stable. I'd like some help in order to understand what is wrong and how could I fix it. Please, take a look at the following videos:
      Water inside sphere using Kelager's parameters
      Water inside big box
      Water inside thinner box
      I've already tried using XSPH, the hash method to find the neighbors (now I'm using the regular grid, because the hash method didn't work for me) and two different ways of calculating the pressure force.
      I'm using mostly the following articles:
      Particle-Based Fluid Simulation for Interactive Applications, Matthias Müller, David Charypar and Markus Gross
      Lagrangian Fluid Dynamics Using Smoothed Particle Hydrodynamics, Micky Kelager
      Smoothed Particle Hydrodynamics Real-Time Fluid Simulation Approach, David Staubach
      Fluid Simulation using Smoothed Particle Hydrodynamics, Burak Ertekin
      3D Langrangian Fluid Solver using SPH approximations, Chris Priscott
      Any ideas? Thanks!
    • By deltaKshatriya
      Hey all,
      As some of you may know, I do have a Computer Science background, but either by chance/design/fate/insert stupid excuse here, I didn't take any graphics courses in my undergraduate degree, but now I'd be very interested in at least learning the basics of graphics and potentially pursuing more in graphics. I'm interested in all sorts of graphics in general, so everything from real-time engines to rendering engines like Arnold, Octane, etc. Can anyone point me in the right directions for books/tutorials?
      Thanks in advance!
      EDIT: Apologies in advance if I missed the proper channels for this as well
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