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MohammadAhmed

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  1. Can you do great researches without have good background about computer hardware ( Graphics card ) and some background on electrical engineering ?
  2. Hello.   1-If you have ever do researches in Global illumination for games(3D not 2D).Do you think it deserves  to do researches in it, or move to another topic, which you may be think it's more important.   2-What are the skills needed to do global illumination research? Note: Skills mean math and programming skills. 3-What are the current researches about global illumination for games?
  3. @GeneralQuery , thanks so much .   Ok great , I think that the most researches for 3D games now focus on "Real-time rendering global illumination " GeneralQuery   ( what is your think ? ) , I don't know exactly the research importance for fields such as Virtual points lights , spherical harmonics and Environment mapping. GeneralQuery  , if you would like to arrange them (Radiosity,Virtual Point Lights,Spherical Harmonics,Environment Mapping) according to their importance for 3D games , how would you like arrange them  ?
  4. @GeneralQuery , thanks , your approach is good ,  but my question still not answered , topics such as global illumination for games need math skills and they hard to figure out by looking at researches. there is many topics in the field of computer graphics for games , I am interested in shading and lighting in general ( 3D games not for 2D ) , so what is the most recommended field to do research in and the skills required for such research ( math , time ....etc ) : 1 :  interactive visualization 2 : photo-realistic image synthesis. ( global illumination ).   
  5. Hello ,  I am going to do research in the field of global illumination for games , but before going deep into this enormous field , what do you think the skills ( math , courses and others skills ) needed for such research .for example , I finished  calculus , linear algebra , statistics , numerical methods . is it  enough for doing such resear h in the field of global illumination for games .  I have general concepts of computer graphics , game development ( shaders ..... etc ) . what is your recommended research field these days ( the most wanted ! ) ?  - shadows . - global illumination for games. - others ( say pls if you have any !). thanks.
  6. BornToCode and Tasaq Hello :) , No I don't need pathfinding I think  it's complex  to be implemented in my game , I just want the enemy as shown in the picture just avoid the 3d models ( house , cat , dog , rock ............etc no matter ) because some times while he is wandering in 3D , the enemy get stuck !!!!!!!!!!!!!! 
  7. Hello every one :) ,  My model have no Collision avoidance while he is moving toward Player ! so simply he sometimes get stuck in front of some 3D blocks ! , I think it must be done using rays , by the way what I am trying to do is shown in the picture below : NOTE : 3D WORLD NOT 2D ( even both the same ! at almost)
  8. kunos  thanks , so I did not see your advice and answer for my problem !! I still can't figure out the problem as show in the picture above !! 
  9. OK , Thaaaaaanks so much , but for now I will not do Instancing , all I need is to figure out the bug in my game . If I load 2 models ( the same model zombie ) and give them the same effect I got the following errore :   for(int i =0 ; i<2 ; i++) { dwarfModel[i].model = Content.Load<Model>("Models//dwarf//dwarfmodel"); dwarfModel[i].effect = Content.Load<Effect>("Models//dwarf//skinFX"); dwarfModel[i].setEffect(camera , game); dwarfModel[i].setModelAnimationStatus(game); dwarfModel[i].intializeChrachterController(new Vector3(0, 0, 0), 20, 10, 2000, 2000, 80, 40); space.Add(dwarfModel[i].chrachterController); dwarfModels.Add(dwarfModel); }    
  10. metsfan , my problem is not with instancing , my problem is that I can't create 2 effects and 2 models which used the same effect as shown above in the code 
  11. metsfan , thanks but why I can't simply load effect and 10 models which use the same effect ? , besides that is Instancing works for animated models  (.x ) format ?
  12. Ok , Andy do you face problem like this : you have 10 models using the same effect , if you use XNA or Directx (the same applied ) I got this error : Code used to make 10 copies of ModelManagerSupprt which will contain the model and the effect and will holds chrachter controller (BEPU Phsics Engine) :   foreach (ModelManagerSupport dwarfModel in dwarfModels) { //dwarfModel.model = Content.Load<Model>("Models//dwarf//dwarfmodel"); //dwarfModel.effect = Content.Load<Effect>("Models//dwarf//skinFX"); //dwarfModel.setEffect(camera , game); //dwarfModel.setModelAnimationStatus(game); //dwarfModel.intializeChrachterController(new Vector3(0, 0, 0), 20, 10, 2000, 2000, 80, 40); //space.Add(dwarfModel.chrachterController); //dwarfModels.Add(dwarfModel); }    
  13. thanks Andy474 , modelAnimator just load the animation for the model and set the world matrix which will be drawn later on the screen , not physics manager but it's like the controller for the model , i.e updating the bounding box for the model ......etc .  I was talking with my friend belfegor , he advice me to create one class that contain the model and the modelAnimator and the chrachter controller and just make list of it instead of making 100 list from each one of model , modelAnimator , chrachter controller for each class !!! for you Andy , what is your advice , tell me about the data structure you used and tell me your opinion in general  and how did you manage all your stuff 1000 model or whatever 
  14. Hello game developers , I have in my game every thing , but all what I need right now is a fast way to create 100 model for example ( zombie )   can you post some code showing the data structures ... etc , say what you know about this , I have for each model modelAnimatorManager and physicsManager  , so if I want to create 100 zombie model I must create 100 modelAnimaorManager and 100 physicsManager !!!! that's too much right ?!?!  I used List<model> zombie = new list<model>();  and iterate over the model 100 times !!!!!!!!!!!!!! bla bla bla the same goes for physicsManager and modelAnimatorMnager , I know this is not good strategy !! Sorry game developers if my topic was not related , I have not enough information about these issues , but I think my problem is about mange the scene or whatever is the definition .
  15. I want to make something already done by a lot of games , which is when I am taking so much hits from enemy red screen drawn like the following , using XNA 4.0: after it's drawn and I am still alive I want to be removed slightly as in the call of duty !!!