NDIR

Members
  • Content count

    70
  • Joined

  • Last visited

Community Reputation

189 Neutral

About NDIR

  • Rank
    Member

Personal Information

  • Interests
    Art
    DevOps
    Education
    Production
    Programming
  1. Which does what?

    Thanks for the info! I'll stick with my current approach (with some modifications.)
  2. Which does what?

    Hey all, i have the following -code/system design- question. Basically i have a tile map where you have a per-tile control. Each tile for example has a texture and some properties. When i click on the tile the tile changes texture and / or properties. And the question is; who handles the changes in the tile? Do i call: 1. tile->update() 2. tile_map->update(tile) 3 tile_map_manager->update(map, tile) Is there a common accepted solution to who handles modifications we apply to our entity? Currently i'm using the 1. option and i was wondering is this is a good approach. Thanks!
  3. Hello again I did a full overhaul of the webpage / game. Now the game part looks like: Other improvements include sound effects and background music. Much work was also done on the client-server communication, reducing packet size by a huge margin. Game can be reached (as before): http://www.solitaire-duel.online/ Thanks again for checking!
  4. If you remember the "good old days" of Microsoft Messenger, chances are that you remember a game called "Solitaire Showdown". The story is that ever since the messenger got dropped i missed this game; i used to play it a lot with my girlfriend and other people. So, some time ago, i decided to do something about it. I made a WebGL based "look a like, play a like" for my personal use, but then decided to put it up for others to play.   It's free to play (yes, there is a small donate button on the first page), no adds.   There are no special effects, lobby system... just the basic game (you create a game link and send it to the person you want to play with). There is also a single player option.   You can find it here: http://www.solitaire-duel.online/   And, finally, this is how the multi player mode looks like:     Thanks for checking! :)  
  5. Triangulation

    For this exact problem (triangulating 3D polygons (with holes) on the random plane) i'm using the: gluTessBeginPolygon (and other gluTess* functions). It does the job beautifully.
  6. where do you normalize the normal?
  7. ...     componentMap currentComponentMap = gameObjects->at(i)->GetComponentMap(); ...     You should use references (&) and also using .find everywhere is probably bad for performance....
  8.   Not sure what you mean, but i tried multiple approaches. The one i wrote above, and this one too :   for(int m_prime = 0; i < N; i++) {      threads.push_back(std::thread(&Ocean::DoFFT, this, 1, m_prime * N));      if(threads.size() == 4)      {            //.. join all 4 threads before moving to the next batch.      } }   But like Hogman mentioned, i am spawning 64 threads even with this approach, i'll just create some kind of threadpool of 4 permanent threads instead.   Side question though, assuming i make this thing work properly with expected fps boost, would i get better performance with OpenMP (so code still executed on CPU), or should i jump directly to a OpenCL implementation ?   Thanks for your help !     Take 4 threads (from a pool, don't create new ones every frame / update) and split the work between those 4 threads.   So thread 1 executes (in the Ocean::DoFFT):   for (int m_prime = 0; m_prime < N/4; m_prime++) { fft->fft(h_tilde, h_tilde, 1, m_prime * N); fft->fft(h_tilde_slopex, h_tilde_slopex, 1, m_prime * N); fft->fft(h_tilde_slopez, h_tilde_slopez, 1, m_prime * N); fft->fft(h_tilde_dx, h_tilde_dx, 1, m_prime * N); fft->fft(h_tilde_dz, h_tilde_dz, 1, m_prime * N); }   Thread 2 executes:   for (int m_prime = N/4; m_prime < N/4+N/4; m_prime++) { fft->fft(h_tilde, h_tilde, 1, m_prime * N); fft->fft(h_tilde_slopex, h_tilde_slopex, 1, m_prime * N); fft->fft(h_tilde_slopez, h_tilde_slopez, 1, m_prime * N); fft->fft(h_tilde_dx, h_tilde_dx, 1, m_prime * N); fft->fft(h_tilde_dz, h_tilde_dz, 1, m_prime * N); }   and so on.
  9. Do you actually split the work between the threads or do you simply multiply the work with every thread?
  10. Ray Tracing Blog & Forum

    Forbidden You don't have permission to access /blog/ on this server.
  11. Line intersecting a face

    Do a simple ray-plane intersection test. Then in case of intersection, test if that point lies within your polygon.
  12. Raytracing a Box

    then you should do &ray or *ray
  13. Raytracing a Box

    You should return the color of the NEAREST hit voxel. (if that doesn't already happen )
  14. How is our game?

    Some screens (or even a video) would be really nice. You'd probably get a better feedback.
  15. Ok, here's the story: I have a web application which uses LWJGL (opengl for java) to create images which i then stream to some remote client. This web-app runs on jetty web container. All is well if i run jetty as standalone application (using startup bat). Images get generated, everybody's happy. But then i decided it would be nice if i could run jetty as an automatic-startup windows service. So i installed the jetty-service and then run it, just to find out that now i can not generate images anymore. This is due to the fact that services fall into 'session 0' and they are not allowed to use display devices... So the question is; how can i generate images using OpenGL if i'm running this app under windows service?