jeffkingdev

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1. 2d Car Track Collision Response

Hello,   So, I am working on a 2d car game.  For drivable surfaces, I was planning on using a bit map mask so I could determine if the road surface was drivable or not.  However, anyone have any ideas on how to handle collisions, instead of saying cannot drive, I want to handle a collision, but I would normally need a normal of the face and then use that to bounce off of that surface.  With a bit map, I just know they can't drive, how would I go about creating a normal from a bitmap?   Any thoughts? Thanks
2. Skin Micro Bump

Barry,   That's an excellent resource.  Exactly what I was looking for, thanks!
3. Skin Micro Bump

Hello,   I heard of a technique called micro bump.  I can't find much about it online, but I assume it's something that simulates very tiny bumps on the skin so as the surface won't appear so flat when viewing close.   Look at this screenshot: http://static.gamespot.com/uploads/original/1179/11799911/2354790-nextgen_ray_allen_watermark_1920x1080.png   Notice his forehead has lines where the spec light shines.  I'm trying to do similar, but I applied a separate bump and the results are not even close.   Any idea how they get those super nice lines\bump across the skin like that?   Thanks in advance.
4. OpenGL FPS Camera

Suen,   I'm just going to throw a few things at you.  I think you may be confusing yourself.  I'd rename some of your variables like 'cameraTarget' should be 'cameraTargetPos' so you clearly identity a position VS a direction vector.  It's important not to get those confused.   For rotation, you can just easily make a rotation matrix and multiply that by your viewMatrix.   I'm not familiar with the glm library, but I saw a glm::rotate function that I believe makes a rotation matrix.  Then you can just do...   viewMatrix = rotationMatrix*viewMatrixAxes*camPosTranslation;   (or put rotationMatrix at the end) -- I can't remember what way OpenGL multiplies it's matrices.   Good luck! Jeff.

gcard28,   When I did this, I validated each step before moving on.  The first thing I did was draw a visualization of a frustum from an object's point of view, then I could move my camera around and look at it.  Then I split it into 4 cascades and again draw each frustum split on screen.   Once you have that, then you know that's working and can move on to the orthographic projection step (which I rendered into textures and drew those as quads on the screen to validate those).   And so on...   Jeff.
6. DX11 Learning Curve from DX9 to DX11

Hello, I have everything running in DX9. I am debating about going to DX11 sometime this year. I wanted to know what the learning curve is. I have deep knowledge of DX9, but I'm more interested in API changes that might be totally different than the way they were doing stuff in DX9. Has anyone gone from DX9 to DX11 and how difficult was the transition? Edit: I know this is a broad question based on many factors, but I'm still interested in hearing anyone's general thoughts. Thanks Jeff.
7. Multiplayer Setup - Lobby

Can someone please look at my flow below and tell me if I'm correct in my thinking: CLIENT - Requests to join a multiplayer game. - Sends game data to HOST. - Accepts game data from HOST. MASTER SERVER - Accepts incoming message for matchmaking. - Stores list of players ready to play. - Pairs players up by random (at first, then by other factors later). HOST - Accepts incoming data from client and sends data out to all clients playing the game. Here's the steps it would work: 1. Client requests to play online game. 2. Server accepts request, stores IP:Port of client. 3. Server waits for another request. 4. Server accepts another request. 5. Server matches 2 requests. 6. Server chooses 1 client to be host. 7. Server sends client connection data to each client and removes both clients from matchmaking list. 8. Both clients send game data to the host, which is 1 of the clients. 9. Game continues till end. 10. If no disconnects, host reports game stats to stat server for online leaderboards/etc. Q1: Is this how a basic matchmaking server and client/host server works? Q2: This example shows how a user is the HOST, if I wanted to have a server the HOST, would I need to run like 500 server applications as a service to host 500 games? lets say for example? Is that how that's done?? Thanks Jeff.
8. UDP ACK Question

Hello, I had a question on how to send an ACK. So, I am working on a UDP Server, so from a high level can someone please tell me if my logic is correct: Assuming 1 server, 2 players (possibly more than 2 players) 1) Player 1 sends data packs 1,2,3,4,5 to server (waits for ACK) for broadcast to players who joined 2) Server sends to rest of players, in this case Player 2. 3) Player 2 receives packets 3,4,1 ... -- Does player 2 send an ACK to the server? -----If so, what if those never reach player 1? -- Does player 2 send an ACK directly back to Player1 somehow? -----Does Player1 send the IP along? 4) Player 1 keeps sending packets it does not get ACK for after X time interval. In this case, it would resend packets 2, 5. This would be for a out-of-order guaranteed packet delivery. Thanks Jeff.
9. high dynamic range rendering

Hodgman, Do most video cards these days support the floating point textures? Do the onboard cards do this now too? Thanks Jeff.
10. DDS Texture Compression

Absolutely! DDS is just a file format. You can have an uncompressed DDS file. Although DXT compression is really good. Did you compare them? Some textures look just as good compressed as uncompressed. Jeff.
11. Ray-AABB collision detection

I'm not sure why your code doesn't work, but check this book out: http://www.amazon.com/Real-Time-Collision-Detection-Interactive-Technology/dp/1558607323 It's the best book I've found with regards to collision detection, great code samples and great explanations. Jeff. (I'm not affiliated with the book at all, except that I have it)