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Moe

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About Moe

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  1. Moe

    Zynga

    Business is interesting. *snip*     Sounds to me like a heck of a lot of mismanagement.
  2. Awesome guys.  Many thanks on the uber-quick reply.  Also, frob, good catch on my mistake there.  Thinking about it, it now makes sense that the macro isn't returning anything, but is calling return in the code where it is being used.  I also agree that this is a pretty not-nice use of a macro.   I haven't seen too many other samples out there that use the separating axis theorem for AABB-triangle detection.  The only other sample I've seen had issues as well.   Again, thanks a bunch you guys.   (I feel like it's been quite a while since I've been around here, and I'm glad to see the community is still alive and kicking, like back in the good ol' days.)
  3. First of all, please forgive me, as my C++ is really quite rusty. It's been... seven years or so since I've really had to use it.   I"m in the process of converting some C++ code to C# (in particular some code for checking an axis-aligned bounding box against a triangle, in 3D).  The original source in question can be found here.   The particular portion that I'm having a bit of trouble is this: #define AXISTEST_X01(a, b, fa, fb) \ p0 = a*v0[Y] - b*v0[Z]; \ p2 = a*v2[Y] - b*v2[Z]; \ if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \ rad = fa * boxhalfsize[Y] + fb * boxhalfsize[Z]; \ if(min>rad || max<-rad) return 0; Now from what I remember, I thought C++ macros were basically pre-processor bits that get substituted in at compile time.  The thing I'm perplexed at is the return statement in the macro.  In this case, what happens if min < rad?  Does the statement still return any sort of value, or is there some sort of default return value on a macro that I'm not aware of? Here's what the rough C# equivalent is, as far as I have been able to figure:   //Assume variables are declared/initialized properly. Unlike what I've done here... float p0; float p2; Vector3 v0; Vector3 v1; Vector3 v2; Vector3 boxHalfSize; float min; float max; private int AXISTEST_X01(float a, float b, float fa, float fb) { p0 = a * v0.Y - b * v0.Z; p2 = a * v2.Y - b * v2.Z; if (p0 > p2) { min = p0; max = p2; } else { min = p2; max = p2; } float rad = fa * boxHalfSize.Y + fb * boxHalfSize.Z; if (min > rad || max < -rad) { return 0; } //Otherwise... return something else? return 0; } Any thoughts/ideas on how it should actually look?  I can't say I've ever dealt much with macros, and this one has me a bit stumped.
  4. Moe

    Gamedev has shown me how I've grown

    I hate to think what my first few posts on here look like.  That being said, I've learned a lot.  I'm also not terribly active in game development now.  I've got more than enough keeping me busy.  I do like keeping my feelers out for things.  Perhaps some day I'll actually make a video game (something better than kraken-smack, my contest entry I did a year and a half ago).
  5. Chalk up another vote for TortoisHG and for SourceTree.  Both are pretty decent.
  6. Moe

    Windows 8

    For me, it's the metro style apps that make it worse than Windows 7 on a desktop.  For something like a touchscreen laptop or tablet, it's fine, but for a multiple monitor desktop, the default-take-the-whole-screen metro style apps just don't make sense.  The new task manager is nice.  The revised file transfer dialog is also nice, but seems to have some superfluous bits.  What's the point of the horizontal line when all I really want to see is the current transfer speed, what is being copied (and where it is being copied from and to), and the historical transfer speeds.  It just seems like they could have done a better job if it.  I've also managed to break it on one occasion, as it kept showing a cancelled transfer, and it wouldn't go away no matter what I did.   Also, I realize there are performance reasons for it, but shipping the OS with thumbnail images disabled is also a bad idea.  What's the point in having a large icon size if they still all look the same?
  7. It greatly depends on how the original bounding box is set up.  If  the original bounding box on the object isn't a minimal bounding box, then no, an OBB would not be a MBB.  I'm just guessing here, but I suspect that finding a MBB is not a trivial task. If the bounding box of an object is a minimal bounding box, then it doesn't matter which way the object is oriented, as it will still stay relative to the object, and will always be minimal.
  8. Moe

    Merry Christmas

    I'll second that.  Merry Christmas.   I haven't been around in a while.  Have I missed much?
  9. Moe

    Cloudy Requests

    I'd be curious to see how Azure holds up against something like Amazon Web Services, and why you guys went with Azure instead.  It might also be interesting to hear some discussion on how you decide what goes on Azure and what doesn't, as well as performance considerations.
  10. Moe

    GDnet Birthday Thread

      Nope.. June 15th.. it was going to be June 1st but we had to push back the launch a bit.   Remember, it was a bunch of our smaller sites all joining together to pool resources and create a better community.  =)   I'm trying to remember now... it was what, GameDev.net, flipcode, and the game dev dictionary, or something like that, right? Man, it's been a while since I have been around here.  I guess getting married and doing a Master's in computer science keeps a person busy.  EDIT: I just checked: Member Since 24 Jan 2000.  W00t. Also, floorcaek.  Does thesenshi/facehat or cow_in_the_well ever show up in these parts anymore? 
  11. Moe

    Tentacle madness!11!eleven

    It's interesting to see that we had similar issues - having to ax features, time spent tweaking art, etc.
  12. Moe

    Directx 11 porting & other changes

    That is some very impressive water indeed! Other than the switch in the FFT, I'd be curious to know what caused the speed difference between the XNA version and the C++/DirectX 11 version.
  13. Moe

    Template Metaprogramming

    Wow... that's nuts. And I thought the method I came across with 58 parameters was bad...
  14. Moe

    Physics and lighting fun

    Very cool! I've been playing around a bit with BEPU as well, but I haven't done anything that cool yet. I'd be curious to know how you are breaking things apart like that, as well as what you are using to handle your camera (the standard BEPU CharacterController, the simplified CharacterController, or something more homegrown?).
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