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  1. Quote:Original post by Roberto Koci You need to darken the upper and lower parts of the texture gradually. Not totally, just to some extent. Also turn on anisotropic filtering to at least 4. The textures at upper and lower sector are quite streched, so an aniso helps to sample those pixels better. Sincerely, Roberto thanks :) good to know. and i probably want the left and right sides of the image to be seamless right?
  2. sounds like good tips,thanks :) i still got one question regarding the space enviourment. when creating the texture,how do make it fit into a sphere? when i put any texture on a sphere it seems like there is a point where the whole texture is vacum into,and i couldn't find how to create textures that wouldn't give that result.
  3. i once tried making a space game. i used some sphere with a space texture on it for the backround and it looked horrible. but in your game it just looks fantastic! how did you do the backround?
  4. watching this is horrible... it realy sucks innocents died,but tbh i back the U.S army here. you see, i am from israel,and israel is pretty much in a war with everyone around it. being a citizen of israel showed me things that the international news presents diffrently. you see i do belive the U.S army dosen't want to kill innocents but when you look at that video it does look a bit like they are carrying weapons,and once you spot something that looks like an rpg you dont have time to decide,you must shoot before the rpg shoots your chopper down. you see it's pretty common for the IDF to do mistakes that kill innocents,and the global media presents those mistakes as relentless child murdering,and it is possibly the same with the U.S army in this case. beside,you have to admit there is one thing fishy about the video : the one who edited it,how did he\she know where were the bodies? i mean looking at this video you cant recognize persons,you just see shapes with black & white colors. could it be that the editor decided those bodies at X time belonged to those two journalists inorder to make the video more shocking? what about the kids? at some part the video quoted some major american dude saying they tried preventing deaths of innocents or something,and then you could see the part where the van shooting happened with a zoom and arrows pointing at the kids. when you see that part without all the emphasis on the kids you pretty much cant see them unless you know they are there. after this wall of text(yes, i suck at paragraphing,grammaring,spelling,etc...) my point is that unless it is VERY obvious that they intended to kill innocents,you shouldn't let the media tell you they did while the army says it didnt. this is exacly how the army of my country,that cares about not hurting innocents more than any other army out there,became known as an army that murders children and women...
  5. try having the eyeballs as a submesh,and play with their rotation.
  6. you could do it wow style : not every item has a model. infact some specific items such as chest armors and boots are simply textures that appear in the area of the item. an item has diffrent sets of transformation matrices for each race in wow(making it one geometry and 10 sets of matrices per item). unless the player is able to dynamicly change their character's size,that shouldn't be a problem.
  7. Quote:Original post by mich4elp Were the images really necessary? :P Of course.
  8. Ok no i havent,April's fools :)! you can ban me now for being such an ass and fooling you guys. hehe,me... develop an algorithm... i am just a dumb kid that tries creating games while sucking at basic math... ho ho ho! happy heavy demo boat guy day! edit : hey i fail,it's not april in the forum time yet.
  9. well, i managed to find out how to check which side is the side i collide with,yet not get the intersection point. pretty much i am suppoused to take the dot product of each side's normal and the velocity,and check which one is closest to -1. the one that is closest to it is the side where the collision happens. but that still leaves me without an intersection point,and i cant use a ray since it could miss...
  10. Quote:Original post by jyk Quote:eh... only way i can think of finding which side is the one i collide with is by using rays,which returns me to the problem that i mentioned when i created this thread...Doing some research will clear that up. Try searching both the forum archives and the internet in general using some of the terms I mentioned previously; also, check out the GDNet articles section, as there is some relevant info contained therein. If after that you still have questions, post back and someone should be able to help. ok then,thanks :)
  11. Quote:Original post by jyk Quote:if in frame 1 the player does not collide with the platform,while in frame 2 part of the player will be inside the platform,how can i know from which side of the platform the player came?There are basically two different kinds of tests you can perform: discrete, and continuous. A discrete test just looks at the current configuration of the two objects, with no regard for their motion over time. With this method, you can 'guess' as to where the collision occurred by computing the minimum translational vector that will resolve the intersection. This will work fine for many cases, but if the ratio of an object's speed to its size is high, you might get incorrect results, or miss collisions altogether. A continuous test, on the other hand, takes the motion of the objects into account (usually, only constant linear velocity is considered). A continuous test can return the exact time of intersection, and in many cases can also return additional information such as the point(s) of intersection and the collision normal. Which method to use is basically up to you. the second one sounds like i'll need to use math that is not simple,so i guess i'll have to try the first one. eh... only way i can think of finding which side is the one i collide with is by using rays,which returns me to the problem that i mentioned when i created this thread...
  12. Quote:Original post by jyk Quote:so,how do i handle this like a pro?The easy answer is, 'use an existing physics engine'. If you want to do it yourself though, your intuition that casting multiple rays is *not* the way to do it is correct. Instead, represent the objects in the game using single shapes with volume (or area, in 2-d). For example, for the player, you could use an axis-aligned box. The problem then reduces to a moving box vs. box test, which is pretty well documented online and elsewhere (terms you can search for include 'AABB SAT', 'box SAT', and 'separating axis test'). i wonder why i didnt figure it myself... i should probably look for such documents before i ask this but,if in frame 1 the player does not collide with the platform,while in frame 2 part of the player will be inside the platform,how can i know from which side of the platform the player came?
  13. i am trying to figure something about collision detection in 3D. the setting is a platform game,and i want to detect collision with a platform when the player jumps. now as far as i knew it was just shooting a ray from the player,with the direction of the player's velocity and checking if it hits any of the platform's triangles. but i can see a problem that i will present through this image which was painted with my horribly amazing MS paint skills as you can see,the happy character wants to reach the platform,so he jumps toward it,and shoots a ray from his belly toward the platform. but oh no! the ray misses and yet half of the character's body will pass through the platform. i thought of perhaps shooting 5 rays(first on the top of the character,second in the middle,third in the bottom,forth in the right side of the character and fifth in the left side of the character) but that just sounds expansive(not to mention this problem could still occur with small platforms). so,how do i handle this like a pro?