Towelieru

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About Towelieru

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  1. Game Editor architecture

    Thank you for replies. In conclusion i decide to use plugin architecture. It would give a lot flexibility and it`s like all editors do. But i never before faced with that. So i will try to tell you what i think about it. Host App contain   PLuginManager: load/unload plugins base interface to add frame/window and other UI base interface to communicate with other plugins EventListener collect all events and EventListeners send specific events to it listener It's all what host app contains. But, how to implement it? I mean all communication. How to load and save files. Edit object with different plugins. I'm thinking to use QT, is it better than MFC or wxWigets. Can you give me some advices please.
  2. Game Editor architecture

    I'm creating 3D Game Editor for my own use. As rendering i took Ogre3D and MFC as UI.    I faced with architecture problem.    I am using Document/View architecture and for each Doc. i create new SceneManager and for each View i create own viewport, camera, my own local Input manager which send input data to local camera. Also it's sending input data and pointer to SceneManager to global ToolManager which contains some base tools like Move, Select etc. and the pointer to active tool, if it's NULL he is sending input to SelectTool by default.   I'm only at start but i'm thinking of the future.  I think that this strategy of passing some data to the global manager is not so good how it looks now. Can you give me some design advices or articles and share with me your experience.    Thank you for your time.
  3. I am using the Kinect sensor to generate a point cloud of a person. I need to generate from the point cloud the corresponding set of collision surfaces in NVidia PhysX. To achieve it i have to smooth and after triangulate it to concave mesh/set of convex meshes. I've found only 1 smoothing algorithm: [CODE]The Moving Least Squares.[/CODE] To triangulate i've found few algorithms: [CODE]Greedy Projection Triangulation Constrained Delaunay triangulation algorithm. Ear clipping algorithm[/CODE] [i][b]And [url="http://www.cgal.org/Manual/latest/doc_html/cgal_manual/Surface_reconstruction_points_3/Chapter_main.html"]ready solution[/url] witch needs an oriented points as input data.[/b][/i] I also want to do it in realtime(at initialization create mesh and after move parts of it corresponding to real person moves) so i need fast methods. Also smoothing algorithm must return < 1000 points to achieve low polly meshes. Can u advise some useful methods?
  4. Physx cloth

    [color=#000000][font=tahoma, arial, verdana, sans-serif,]Hello, help me please to figure out how to make PhysyX calculate character's clothes as a physical object (not an animation) when character moves if I attach NxSHape to every bone and when bones move NxShape gonna be moved too (by setLocalPos), while bones themselves gonna be moved some other way. Will cloth flutter and get an impulse? And in case NxShape form or size is changed, will cloth get an acceleration?[/font][/color]
  5. Hi all. I'm now thinking about simulating vehicle with Bullet. I am using simple ray cast with a few improvements now, but simple ray cast is a very bad way to simulate. Convex cast or rigid body better for me (i think soft body is to expensive) because in city there are curbs and a lot of other stuff what must correctly react with wheels. But for rigid body wheels angular velocity can become a big, very big problem. Convex cast also have problems like expensive calculating and the vehicle will be able to drive over most small objects. I think it`s real to make vehicle at rigid bodys at slow speed and at convex or maybe ray cast wheels at high speed, but there are a lot of problems with changing simulating type and making these methods are identical Sory for my bad English.
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  7. General game Object

    Hi, I want to ask how it can be done the best way, I have a class Object, the base class for all objects like [code]class DynamicObject : Object { } class StaticObject : Object { } [/code] They are also the base class for [code]class Vehicle : DynamicObject{ } class Wheel : Vehicle { }[/code]Is there a possibility without the use of child-> update (time); or parent-> getSomeVar (); update all the objects and obtain information of the parent object? And also i interested how is best to link 2 values, so that every time one is assigned to another variable. I thought to use Ogre:: Controller for this, or to do something like that myself. So - just want to know if there is utility that lets you know how long a separate function or just a piece of code is running
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