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dietepiet

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About dietepiet

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  1. Clipping capsule against plane

    [quote name='Dirk Gregorius' timestamp='1321049945' post='4883060'] A reasonable approximation would be fine as well. [/quote] What is 'reasonable'? Have you tried approximating the capsule by a box? You can of course approximate the capsule by some more refined mesh and just clip it against the plane but the resulting algorithm for clipping, volume and centroid computation will again be fairly complex.
  2. Percentage with only integers

    Google for 'Fixed-Point arithmetic', that will probably answer your question. It's quite simple and does not require an entire library or anything. Edit: My initial replay might be a bit short. My point is that if you compute/use these percentages only once, it is quite easy to use some simple fixed point arithmetic for that particular task. If you are planning on using fixed point arithmetic a lot, it might still be worth to use/write a fixed point library, but for simple calculations fixed point is not that complicated or magical and certainly don' t require a large and complex fixed point library.
  3. Quote:Original post by Acharis Every 5 levels you get an ability to skip 1 level. You can go back later and solve the level to get your "skip level" back for further use. I like this solution. An alternative is to just give a fixed number of skip levels. This encourages you more to solve that skipped level and win your valuable skip back. The classic Supaplex gave you 2 skips levels, allowing you to play 3 different levels at any time.
  4. Back to front rendering is only necessary for translucent materials. For all solid materials, you sort on material and render all visible objects in batches. Writing all sorted vertices in one big array on the CPU and sending this to the GPU is usually not the best way to go. Usually, the geometry of static and almost static objects are stored on the GPU in vertex and index buffers. You sort all visible objects according to material (or depth for translucent objects) and render the objects in this order, one after the other.
  5. Viewing frustum

    I do not understand entirely what you mean. Could you be a little more specific? The frustum is usually defined using an origin, direction and up vector and two fov angles, the vectors must be orthogonal to each other, but there are no further restrictions. Hence, the direction does not need to oriented in the z-direction.
  6. MMO, less boring with less content?

    Interesting analysis Edtharan, I definitely seek a way to increase interactivity with the world and other players. I however do not think that this has to results in more and complex game rules. Quote:Original post by Edtharan I think it is this drive for more interactions that is the driving force behind why so mane people want to make games that are as close to real world physics as possible. What we need is a simple system that has a vast amount of interactions. Reality is a good example: The laws of Newtonian mechanics fit on a single page, So the rules themselves are not complex at all, but the reality emerging from these rules is complex and versatile. After thousands of years, we still manage to think up new ways to harness these laws to achieve our goals. This is exactly what I seek for a game world.
  7. MMO, less boring with less content?

    Quote:Original post by TyrianFin And also more dynamic world in MMO would be nice. So that players actually could reshape the world. /Tyrian This could be such a mechanism that could give endless possibilities to the players. Imagine a world where players can join up to build cities and strongholds never seen before. Imagine the epic battles that will result when a rivaling clan besieges its enemies city. This is the kind of things I would like to see emerge. As a designer, you give your players an interesting tool. But you can never fully predict in what marvelous or creatively twisted ways the players will use this tool.
  8. MMO, less boring with less content?

    Thanks for your replays, maybe you are right and its just me. After all, MMO's are still vastly popular. However, I still think that MMO's don't need to be so complex to remain interesting. Quote:Original post by Tiblanc For a grind game, adding lots of stuff is how you keep players playing. Removing content would make them reach "the end" sooner. This is exactly what I mean, players keep playing until they have seen all there is to see and done everything there is to do. However, why do the game designers have to provide all those things explicitly? As a child, I have played many many hours with my Lego. Only a few different shapes and colors, but the possibilities seemed endless. Quote:Original post by NateDog It can be very fun and satisfying to make the choices for which new skills & items to go after and it's always fun to encounter new mobs and new quests. Having only a few simple mechanisms does not mean there is nothing new to do/see. The mechanisms should simply open up a world of endless possibilities for the players. If players are encouraged to be creative, then there is always something new to do and see in the world.
  9. When looking at the popular MMO's today, I cannot escape the feeling that the vast amount of different skills, weapons, monsters and quests added by designers is just a weak attempt to hide the fact that the game itself is just boring. I would expect that, when presented with the right game mechanisms, the creativity of the players themselves will provide the variety needed to keep the game world interesting for a very long time. If so, then why add so much special designed content? After all, making content is expensive and balancing all those skills and weapons is hard. Just my thoughts, I would like to hear your opinion! do you agree or is it just my personal taste?
  10. Instead of using fixed update intervals, you can also use 'ghost reckoning' to reduce data traffic. That is, the server extrapolates the client position. As the client knows what extrapolation the server uses, it can compute its 'server position'. The client only sends its position if the error between client and server position becomes to large.
  11. CUDA and scenegraph

    That obviously depends on what you plan to do with your scenegraph. If you would want to traverse the scenegraph to compute some data per node, such as the final transformation for all scenegaph nodes, you could implement a breadth-first scenegraph traversal similar to the one used for ray tracing in the paper "Fast Ray Sorting and Breadth-First Packet Traversal for GPU Ray Tracing". But be aware, this is only going to be advantages if you have a pretty large scenegraph. It is hard to reach the same level of flexibility in a CUDA implementation compared to a normal CPU implementation. Only if you have vasts amount of data and strong performance restrictions, it might be worth it to try a CUDA implementation.
  12. legaly modding

    Hi all, thanks for your useful replays! Quote: Quote: As far as I know, file formats do not fall under IP and most games do not patent their file formats. Yes, they have some protection. I realize that even non-patented file formats might be protected, so lets give an example of something is have seen quite a few times: Quote: Yes,a few do encourage modding. Those authors will usually specifically allow it, and provide tools for it. The Game "Men of War" allow modding. On the official Men of War forum, there is even a separate section for modding. They however did not publish much useful official information on their file formats. So, it is obvious that all modders have been figuring out the file formats trough trail and error (most files are plain text). In such a context, the file formats themselves seem not protected. My question is, if a file format is not actively protected, can it still be illegal to build tools that can handle these formats? BTW, SimonForsmanm, that ScummVM story sounds interesting, I did not expect that to be legal.
  13. legaly modding

    Hi all, I was thinking about modding games and its legal issues. As far as I know, file formats do not fall under IP and most games do not patent their file formats. So, creating tools to view/modify these files seems legal to me. Although the actual modifying might be illegal, the tool itself is not. Furthermore, many games encourage modding to some extend (distributing modding tools like level editors etc.) Now, exactly rebuilding the game in such a way that it directly uses the content of the original game is probably not legal (Am I right?), so my question is, how far can one go? A simple model viewer seems legal, but what about a viewer for complete levels? And what if the 'viewer' also executes the game scripts? Does anyone have any idea or experience in this area? Regards, Dietepiet
  14. Designing Code?

    As the requirements of my project are not known in advance, I use a TODO list for my 'design'. It simply contains all the general features that are planed or currently broken, usually with some priority indicator. When I start to work on a TODO, I loosely follow the following format: TODO: feature [priority] random thought on the subject ... ... ... detailed feature requirements ... ... ... solutions solution 1: (changes/use/pros/cons) ... ... solution 2: (changes/use/pros/cons) ... ... ... final choice ... It is not very fancy or anything, but it works for me. This way, the design document can be used later on to re-evaluate earlier design decisions. This is useful when refactoring code. Dietger
  15. Hi all, When using AMD codeanalyst, i noticed that during loading of my game level, the function D3DXSHProjectCubeMap was called a lot and taking very much CPU time. The thing is, I never call the function, or any other spectral spherical harmonic related functions. Has anyone any idea on who might be calling this function instead? AMD codeanalyst seems not to be able to recreate the callstack over dll-boundaries so I have no clue who is calling the method. Thanks a lot, Dietger
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