Advertisement Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

158 Neutral

About MHGameWork

  • Rank
  1. MHGameWork

    Hacking the monolithic entity system

    Yup, thats how i do it. Have your entities return a 'time until next think'. Note that this is actually Very similar to an Actor Model ( You can implement a scheduler in your engine which schedules these 'think' calls Jerome mentions. Using the actor model way of thinking you could even make this updating multithreaded with some additional restrictions on your think methods.
  2. The anwser to your question is simple. Follow the golden rule of programming:   This means that your first focus should be to make your code work. After your code is properly tested, you probably need some refactoring in order to clean up the design. At this point you should have stable and working code. Because: "Only then, one should look at optimizing".   My experience tells me that premature optimization, especially at the cost of code readability or simplicity always comes back at you. The reason for this is that of the 10000 lines of code you write, probably only a few 100 of them will take up 90% of the processing time. Only optimize where you need to optimize.   Sidenote: I am not saying you should ignore algorithmic complexity until last.
  3. MHGameWork

    3ds Max Texture Mapping Tools

    Thanks for the reply, that was really helpfull. Apparently some of my modelers already knew of PolyBoost but were not using it yet. (will in the future :D) And UVLayout is amazing! Like they say: "In minutes, not hours". Hehe Still since knowledge is holy, I hope you don't mind me asking for more (Greedy me :D) Does anyone know of any other amazing tools used in professional games?
  4. MHGameWork

    3ds Max Texture Mapping Tools

    IMPORTANT! This is not another post of 'How do i map a texture to my dino?' We are currently using 3ds Max in for our projects. My question actually is if anyone knows whether commercial games that are using 3ds Max for modeling, just use the internal UVW Unwrap modifier in 3ds Max to map their textures? Does anybody know which tools were used in the process of making games like 'Neverwinter Nights 2' or 'Assassins Creed'(i think that one was made with 3ds Max)? thanks in advance
  5. Can anybody provide me with some articles, resources, samples on making decent looking shorelines, foam or other transitions for an ocean or water shader. Some nice articles about ocean/water shaders could come in handy too.
  6. Im using a clip plane to render water reflection,refraction. Resources say to transform the plane to viewspace using this matrix(taken from riemers) Matrix worldViewProjection = currentViewMatrix * projectionMatrix; Matrix inverseWorldViewProjection = Matrix.Invert(worldViewProjection); inverseWorldViewProjection = Matrix.Transpose(inverseWorldViewProjection); However, this does not work at all, when i use the ordinary viewproj matrix, it seems to work. Why is this?
  7. MHGameWork

    Render model with constant screen size

    i agree :P. When i was working i made an algoritm to make 2 models on different locations look the same size. Then i simplified it and i got your line of code. After drawing some viewfrustum i realized that it is the correct method. So it should be the exact same size. But above all precision issues, it's just extremely simple, and perfect. Thanks again for your help
  8. MHGameWork

    Render model with constant screen size

    now its working perfectly, thanks. Are you sure it is not 100% precise? because to me it seems like it is. thanks for your help
  9. MHGameWork

    Render model with constant screen size

    Well, i thought about that, but i think that that only works when the gizmo is at the center of the screen. When the object is for example on the back left of the viewing frustum, isn't the gizmo being clipped out by an orthographic projection? Anyway, i will give it a try, maybe ill get some clues from what happens. Thanks anyway,
  10. I'm writing an world editor. At the moment i have my translation gizmo up and being rendered in my editor. Now i would like it to always appear the same size on the screen, no matter what the distance of the camera is. Of course it should rotate when the camera moves, but the onscreen size should remain thesame. I'm just trying to mimic the gizmo's behaviour like in 3dsmax or other modeling/game software. Can anyone help me out?
  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!