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Black-Panther

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About Black-Panther

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  1. Son of Nor

    We are currently working a lot on the magic system and AI. At the same time our modelers prepare models for our next map and some variations of Sarahuls (which are the opponent race). Here some preview of the wip: [img]http://dl.dropbox.com/u/2856708/SON%20images/Sarahul%20Warrior%20CharStrip%200328.jpg[/img] We are still in need for a level designer and an animator. If you are interested in joining us, feel free to contact us at: [email="application@stillalive-studios.com"]application@stillalive-studios.com[/email] More information can be found on our website: [url="http://www.stillalive-studios.com/index.php/join-us"]Join us![/url]
  2. Son of Nor

    Hi there! Just to introduce myself: I'm the lead programmer of SON. Regarding your question about tearing out trees. We thought of it, but currently it's not possible. We have to investigate the topic further, to see if it can be done in a good way. Regarding buildings: there will be some buildings which are destroyable, and therefore can be affected by telekinesis, and others which are not. For instance we are currently planning a map, where the big defensive walls can be destroyed completely, which should be quite fun ;-) At the moment we are implementing new spells as well and just finished with our first implementation of the death-magic. Here a short video: http://www.youtube.com/watch?v=0YjbKxJt17U Note: The violet rays do quite hurt ;-) What do u think about it? Do u like it? We'll keep u up to date!
  3. Beewilder - Minigame

    Hi folks! You probably heard of the Flash in a Flash Contest of Unity over chrismas. The task was to develop a flash game with unity 3.5 beta within 2 weeks! Now I wanted to share our submission with you! [url="http://beewilder.stillalive-studios.com/"]http://beewilder.sti...ve-studios.com/[/url] What do you think?
  4. Would be interesting to get a response from one of the graphics-hardware companies ;-) No chance there is someone here?
  5. Hi folks! If you have a shader for some technique, it happens quite often, that you need the resolution of a certain texture the shader uses (RTV). Now I was wondering, since there are two methods to get this resolution, which one is actually faster. Consider the following: 1) I simply query the dimension of the texture inside the shader (lets make it a pixelshader - executed many times) using texture.GetDimension(w, h); 2) I could also pass the proper dimensions via a cbuffer. This would need an additional float2. Take the case, where the cbuffer is updated every frame (regardless of if the texture-dimension is added or not), and therefore only the additional bandwidth for transferring and the loading instruction inside the shader "hit" the performance. Now what do you think is the faster way to this? Or is the performance difference negligible (therefore one simply uses the more comfort method)?
  6. Hi there! I have now a very similar problem, which I couldn't solve till now. Did you find any solution to yours?
  7. Acceleration convert to rotation

    I don't fully understand what you're asking. Do you wish to get the absolute rotation of the object, with this acceleration-data? In this case you can extract the angular acceleration from the data, and knowing the position of the sensor, as well as the inertia tensor. Afterwards it's easy to get the desired result.
  8. edge edge collision response

    collision response in general is not that easy. And certainly it's not a linear algorithm, except you're using verlet-intergration, but this is far from being good. Any other method (LCP, jacobi-iteration on impulses, SI, etc...) is more complex then just implementing a single formula and applying it to a single contact-point. You'll have to dig much deeper into the matter, if you really want to implement it. If you're just planning on having some kind of "physics", and you don't care a lot about precision, then go with verlet-intergration. It's simple to implement, but as already said, not very robust. good luck
  9. Vclip: point of contact

    Sure, if you only want to get those relative coords, simply transform the world-coords (the absolute ones) back into object space (by the inverse object transformation matrix). And you're done!
  10. Vclip: point of contact

    If you get the nearest features, then you already got your information. About collision response: you should really dig deeper into simulated physics, but be aware, it isn't a simple topic. You should be quite good with maths at least. In general there are several ways you may resolve a collision. I recommend impulse-based approaches to start with. Those are quite common and work well. On the other hand, if you only want a really simple, physically hardly correct way to resolve collisions, then you may go with verlet-integration. But be aware: stacking won't be possible with this approach! Hope that helps. btw: Wrong forum
  11. OpenGL Model Loading Performance

    What about tangent-space-calculations? There you'd need normals.
  12. In that case you have to limit the energy the system may gain from collision. Preferable zero ;) . What kind of stabilization scheme do you use? Baumgarte? And how exactly do you perform the collision check?
  13. PhysX and Multiplayer (Networking)....

    I think the biggest problem you'll encounter is the traffic-limitation. Sure syncing the physics-state and making it smooth on client-side is difficult, but handable, but with the traffic-limitations of the internet, especially the upload of the server, you'll really choose an extremly tricky thing.... good luck
  14. Axis Angle to Quaternion (when angle = 0)

    If you have angle == 0, why should it be wrong, if the quaternion represents the identity? If you don't rotate, about ANY axis, then the result IS IN FACT the identity... (no matter what the axis is!)
  15. Quaternion to angular velocity.

    A quaternion represents a rotation, and NOT a change of a rotation over time, as the angular velocity does. So there is no equivalence! Please read more about quaternions, if you did not know that. The only relation between the angular velocity and a quaternion is the time derivative: dq/dt = 1/2 * q * w where q is the quaternion and w is the angular velocity.
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