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About pompoko

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  1. Quote:Original post by cameni Quote:Original post by pompokoAre there any plans to go open source with your project, or do you need a helping hand?Open source - certainly not in this phase. I shall PM you and we can talk about cooperation, though. Cool, appreciated :)
  2. Quote:Original post by cameni Quote:Original post by pompokoPlanetary rendering, I played around with P-BDAM for a while. I have the entire, reworked SRTM 90 set (http://srtm.csi.cgiar.org/) sitting on my box, waiting to be rendered in its full glory in real time :) We use the SRTM 90 set too, remapped and LOD-friendly compressed, but also plan to use the more detailed mountain datasets to achieve better shapes where it matters more. Hmm, now I see there is v4 of the SRTM 90 dataset, could be fixing some bugs in terrain data ... I didn't read P-BDAM paper before though, I came to my present rendering somewhat iteratively [smile] Yes, v4 allegedly fixed a lot of the obvious issues. Are there any plans to go open source with your project, or do you need a helping hand?
  3. Quote:Original post by cameni Well, we'd like to make it to engine suitable for visualization, simulators and of course to make a game with it [wink] Even though we are wondering what kind of game can really employ the enormous area Earth (or any planet) provides, in a way that not only the players won't get lost but also that it will be really utilized in there. We have some ideas, but we didn't fully regarded it because there's sooo much work on the engine yet. But any suggestions are welcome [smile] Quote:you basically implemented what I tried to implement :) What do you want to achieve? Planetary rendering, I played around with P-BDAM for a while. I have the entire, reworked SRTM 90 set (http://srtm.csi.cgiar.org/) sitting on my box, waiting to be rendered in its full glory in real time :)
  4. wow cameni, that's some impressive work!!! will this be a proprietary engine or open source? you basically implemented what I tried to implement :) congrats
  5. A lot of time passed since I last had a look at terrain rendering algorithms. What is the current de facto standard for huge terrain sets (possibly planet scale) and modern GPU's?
  6. That's what I thought, and I'd use a 2d representation of the borders internally, get the coordinate of the mouse on the sphere and project it respectively to see what country was 'selected'... that might work?
  7. I'm a beginner and don't know how to properly implement this. I need selectable countries on a world sphere. The countries might have different colors and overlays according to their game state. I will have the country boundaries as simple paths (svg or something similar)... now, how would you represent and draw them in 3d?
  8. The correct way of getting the results, is using a Sierpinski curve, as I've just learned. I guess I should be able to implement it with some brain power and coffee :) http://users.swing.be/TGMSoft/curvesierpinski.htm The image I posted above would be a Sierpinski curve with the level of 2. I use this for the out of core representation / data-layout of the binary tree on the hd. An entire bintree level will be saved in this way. This is good because the right node follows just after the left node in the filestream.
  9. Quote:Original post by fpsgamer Are you trying to do "triangle stripping" ? well, no, I don't want to create triangle strips. these smaller triangles are actually patches made up by the actual vertices / triangles. so, a triangle showed in the picture will usually contain 16x16 vertices or more. the patches are stored in a binary tree, with different levels for different resolutions (next higher level will have half the patches, two such triangles will be simplified into one) I think I should research space filling curves.
  10. I have a large right angled triangle made up by smaller right angled triangles as shown above, does anyone know a generic algorithm where I can traverse through them as shown in the picture? You can think of the triangle end points as vertices, ie in the top line (0,0), (2,0), (4,0), (6,0), (8,0) in the next line (1,1) (3,1) (5,1) (7,1)
  11. I currently try to implement a paper dealing with planetary rendering (imagine huge datasets). The authors use a hierarchical multi-resolution approach with right angled triangular patches that contain triangle strips, and store them in binary trees. The higher up you go, in preprocessing stage, you basically unify 2 such right angled triangular patches and simplify them, so that the total vertex count is halved (and alas remains the same as the one of the lower level). Could it be useful to store the vertex information of these patches in a triangle list instead, and optimize for cache coherence in real-time, ie. with ATI's tootle? Or with underestimating the cache size, already in preprocessing stage (during the creation of the multiresolution representation). I mean there has been a paradigm shift away from triangle strips to triangle lists and vertex and index buffers and I don't know the performance differences. With heightmaps and terrain patches, due to their nature, you will end up with rows of parallel triangle strips that make up such a right angled terrain patch. Or a single strip with degenerate triangles. Is this already the best representation I will get for speed?
  12. I divide a huge heightmap into smaller areas, and later on want to create a multi-resolution structure from it. I end up with chunks of right angled triangles that define the sampling area for heightmap's pixels. What's the easiest way to create a good, single triangle strip from this section? The blue dots in the image above are the pixels. I think I'll have to list some vertices twice to get what I want.
  13. I wonder whether I should specify this 'generic' Context object which all subsequent classes inherit, or whether I should leave that part to the inheriting classes (ie specifying Turn inside the DealCards etc. classes) namespace Montauk.Logic { abstract class State<T> { private T _context; public State(T context) { _context = context; } public abstract void EnterState() { } public abstract void Execute() { } public abstract void Transition(State<T> nextState) { } public T Context { get { return _context; } set { _context = value; } } } } Implemented, it would look something like this namespace Montauk.Logic { class Turn { private State<Turn> _state = new DealCards(this); public void Turn() { } public State<Turn> State { get { return _state; } set { _state = value; } } } } namespace Montauk.Logic { class DealCards : State<Turn> { public override void Execute() { if (1) { Transition(new HeadlinePhase(Context)); } } public override void Transition(State<Turn> nextState) { Context.State = nextState; } } } namespace Montauk.Logic { class HeadlinePhase : State<Turn> { } }
  14. I think I was profoundly confused by this gamasutra article, where the the Entity polls its EntityController: Quote:The role of the Controller is to specify what the Entity should do. The Controller can't directly change the state of the Entity. Every update the Controller is polled by the Entity and the Entity tries to follow the Controllers instructions. For example, the Controller would never call a MoveTo() function on a Humanoid but instead the Humanoid would poll the Controller's GetDesiredSpeed() function and then try to reach this speed while performing collision detection to make sure not to clip through walls.
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