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Showing content with the highest reputation on 10/08/19 in all areas

  1. 2 points
    I think OP just needs some direction as to how to go about the math itself. There are a few ways to go about it. Any 3d library that has "cameras" and all that is just using matrices, vertices, points, etc. If you are doing everything in 2d, it's entirely possible to do all of this using Euler X and Y coordinates and trig. It would better to learn some vector math, and use that. The exact same vector math will translate to 3d easily if you go that route. If nothing else, if Three.js works, look at its source code for the underlying math and logic. Look up 3blue1brown vector math videos. Good search terms would include ray/circle intersection algorithms, 2d vector math tutorials, etc. No idea if that helps, but my 2c.
  2. 1 point
    One of C++'s fundamental design philosophies is that the runtime cost of things should be minimized, even if that means omitting something that makes life easier for the programmer, if there is a chance that the convenience feature could lead to unexpected runtime overhead. I work almost exclusively on C# projects, and our team is full of programmers who don't fully understand the ramifications of the language features they're using. I see code where every single member access has been changed to use ?. even when the objects can be trivially shown to never be null at that point in execution. Every single one of those gets expanded into a runtime null comparison and potentially complex branching. I suspect that this being heavily abused is one of the reasons that C# 8.0 introduced support for non-nullable reference types, but I haven't had experience actually using that to see if it solves this abuse or not. Of course it's always possible that programmers can misuse C++ to the same extent, but if the language has fewer convenience features then a programmer has less stuff to potentially abuse. In my opinion C++ is better off if it sticks to its fundamental strengths and doesn't sacrifice those strengths trying to appease everyone.
  3. 1 point
    Yoyo Games has released v2.2.4 of GameMaker Studio 2. This release includes an update to the build toolchain to match the requirements of Android 10 and macOS/iOS/tvOS following Apple's recent announcements. IAP support has also been updated with subscriptions support and receipt verification. The release also includes additional Websocket support for HTML5 games and a long list of additional updates. View the full announcement on the YoYo Games blog.
  4. 1 point
    Well, your post wasn't helpful at all. Instead of just saying "You got brainwashed by microsoft", one should look at the advantages and disadvantages of a certain feature, and how well it could be integrated into an existing language/system.
  5. 1 point
    Effectively yes. With normal calculation in the vertex stage (by using vertex- or triangle-normals) without smoothing the primitives are clearly visible. Even with some interpolation (gouraud shading) specular highlights will still have the pattern of the vertices/triangles visible because they depend much on the normals. A dense mesh can ease this a bit, but when zooming near the primitives will become visible again. Passing the normals down the pipeline for interpolation (like one would do for the classic phong shading model) will cause a smooth interpolation, even when zooming in closer or othrwise LODing, mipmapping, etc. This is visually much more pleasing, but of course no comparison to physically based rendering.
  6. 1 point
    It seems like you're discovering the file system (starting in directory X, retrieving all files and folders, and continuing recursively), store the paths, and afterwards try to do things with the path. Instead of only storing the path, you could as well/instead store the resulting priority, and use this value directly. (This of course assumes that the units are defined just by having files in the file system. If the settings contain arbitrary paths, then this wouldn't work, of course.) Besides that, keep in Mind that path equality is case sensitive on some systems and case insensitive on others. Your current code would only work on Windows without problems, and could in theory cause issues on other systems.
  7. 1 point
    Depends on the accuracy that you need and the number of checks. My point was just that I didn't understand the TO's problem if he read (and understood) articles about visibility checks from the cameras POV but doesn't know how to check to objects that are not the camera. It's basically the same problem. However, you can remove all objects from the test that are behind the target object. Then you have 2 effects when using this reduced frustums. If the object is far away, the frustum gets really small, causing a lot of objects to fail the initial frustum check. Additionally, the frustum gets completely blocked by a single object more frequently, allowing you to exit the entire test early. On the other hand, if the object is really close, you don't need to check so many objects, since the ground you need to cover is rather small. Of course, if you have a lot of those checks to perform even that might be too much. There are many things you can do to speed things up but I know nothing in particular that doesn't apply also to standard frustum/occlusion culling. The extreme case would be the single ray solution you proposed, but as I said, I think that this might be not accurate enough for what the TO is intending to, but maybe I am wrong. Greetings
  8. 1 point
    Hi, I have interest developing Game Engine.But,you know it is very difficult and sometimes i feel unmotivated.So,I look for programmers who has passion about it.We will learn topics,then talk about them on Discord,so we will help one another and will learn faster.And we can build very good portfolio together.If you are interested pls send mail me => mr.vasifabdullayev@gmail.com
  9. 1 point
    It is unclear to me what would justify that feeling. The purpose of a style guide is to provide canonical answers to common questions regarding how to write the code to keep the programmers from arguing with each other and cut down on the cognitive burden incurred by interacting with the code via well-known conventions for common situations. If management (rather than tech leadership) is imposing the style guidelines, then they're doing style guides wrong, because the style guide should be driven by the developers, for the developers.
  10. -1 points
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