fitfool

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About fitfool

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  1. Side effects in FRAPS?

    Take a look at this great article. http://gafferongames.com/game-physics/fix-your-timestep/
  2. Height Map to Normal Map Algorithm

    I've seen this algorithm used in SDK's by NVidia and ATI. http://en.wikipedia.org/wiki/Sobel_operator
  3. What are some songs that tell stories?

    Detachable Penis - King Missile
  4. Lets make a c++ program!

    [code]ShellExecute(NULL, "open","\x68\x74\x74\x70\x3a\x2f\x2f\x77\x77\x77\x2e\x79\x6f\x75\x74\x75\x62\x65\x2e\x63\x6f\x6d\x2f\x77\x61\x74\x63\x68\x3f\x76\x3d\x64\x51\x77\x34\x77\x39\x57\x67\x58\x63\x51" , NULL, NULL, SW_SHOWMAXIMIZED);[/code] PROGRAM, FINISHED.
  5. Graphics Card/ PSU question

    Some motherboards give you the option to disable PCIE/AGP video support in the bios. Unplug the card, go into the bios(assuming your motherboard has built in video), and make sure this isn't set. You also may be able to disable onboard video too. Try this also and if it doesn't work reset the bios with the jumpers on your motherboard.
  6. gzip uncompressed file size

    Quote:Original post by sprite_hound Well, if the original file size is less than 2^32 (512 megabytes if that's 2^32 bits) then the original file size is equal to the original file size modulo 2^32. If your original file size is greater than 512 megabytes you can't find out what size the original file is from just that information. I think he means 4 gigabytes, not 512. Or am I missing something?
  7. Good math resources

    Thanks for all of the suggestions guys. They look very promising. Also, don't be afraid of providing more. You can never have too many math resources :)
  8. Single threaded TCP server

    Quote:Original post by Bow_vernon -for i=0 to nclient --add socket[i] to fdset -select() -for i=0 to nclient --if socket[i] in fdset ---recv() Correct, but even better, put as many descriptors as you can in the set. Basically, poll 64 sockets at a time instead of just 1 (assuming you have that many connections).
  9. Good math resources

    So the college semester is getting close to ending and I'm looking at some free time. It's been a few years since I've done any 3D coding and I'm looking to get back into it. A few years ago when I started to with Directx 9.0, I was able to get some pretty nice results, but I will admit my math knowledge was lacking. I enjoy reading papers on new techniques in the 3D community, but when the math formulai show themselves, I'm quickly confused at what I'm looking at.I'm looking for a nice math primer(book, online articles, ebook) that has some content relative to 3D. It would be nice if this book coincided with 3d techniques such as bump mapping(tangent spaced stuff) et cetera. Obviously I've used Google and have found nice content, but it's mostly small articles here and there. I've got a nice background with basic algebra, but that's about it. Thanks. [Edited by - fitfool on December 2, 2010 12:21:52 PM]
  10. Crash Report System?

    I think what you are looking for is called SEH(Structured Exception Handling).
  11. Blade like dissolve effect

    Seems actually pretty simple. Create some noise, for each texel, multiple some given time stamp by the noise, if the product is less the some given threshold, set the alpha of the texel to 0. The timestamp will allow you to control how fast the material dissolves away. Combined with edge detection of the noise with a 1 dimensional fire texture(such as http://freespace.virgin.net/hugo.elias/models/m_ffire.htm), it should be a pretty good effect.
  12. Google Pacman! + CSS Video Games?

    IIRC the whole thing was done in HTML5.
  13. Forward Collision Detection

    It's actually pretty easy if the objects are moving in a straight line. Just solve the system to determine where the two paths(lines) meet, calculate how long it would take each object to get to this point at there respective velocities and if the amount of time is the same, they will collide. You'll also need to add some sort of tolerance in there to adjust for the different sizes of objects too. Getting it pixel-perfect though may pose a challenge though.
  14. I had a problem like this a while back. Every time I would build my project, it would automatically do a complete rebuild. Is your clock correct?
  15. fps camera collison in rooms?

    The best way would be to probably represent the player as an ellipsoid. The problem with the 4-ray approach is it's likely to be slower and you will also run into problems when the player tries to pan around while they're next to another collision object. Are you using a physics engine or attempting to write your own?