# AlexF

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1. ## Playing lego

[quote name='Aressera' timestamp='1348469869'] check out this guy's work: [url="http://graphics.stanford.edu/~pmerrell/"]http://graphics.stan....edu/~pmerrell/[/url] [/quote] This is pretty awesome. I think I'll have a look into it.

3. ## Maximum intersections between view frustum and grid

Hi guys, currently I'm a little at a loss. I've got something like a grid (rows x columns) of bounding boxes. They are something along the line of 200 x 200 x 400. Now I'm trying to find a function that gives me the maximum numbers of intersections a view frustum of a given size can have with the bounding boxes of that grid. I can also go so far as to neglect the near plane. So i just use a pyramid that has the far plane as its base area and the distance from the camera to the far plane as its height. (I'm looking for this because I need to reserve resources for the maximum number of bounding boxes in the view frustum) I would be very grateful for any ideas you might have.
4. ## UrbanGenesis WIP Video Online

(This is a repost from my blog right here: http://nighttimedevelopment.blogspot.de/2012/08/urbangenesis-wip-video-online.html) Okay guys, I just uploaded the first video of the project to YouTube. I thought you might wanna check it out: [media][/media] I'll create a blog post about the techniques to create the buildings in the video very soon, so stay tuned.
5. ## Gamescom 2012

(This is a copy of my original post right here: http://nighttimedevelopment.blogspot.de/2012/08/gamescom-2012.html) So, this was a pretty busy week for me. I finally finished the coding part in my Bachelor thesis and my personal website went online. Check it out at http://www.alexander-frey.de. And then there was Gamescom! Living only a short 2 hours ride from cologne I sure didn't miss it. Last year me and my girlfriend went there for two days. First day only for press and business and second day for everyone. This year we decided only to go for the business day. But, phew, we were busy. Other than checking out the cool new stuff that's getting released or in development I was making sure to leave some job applications at a few developers booths. That was quite exciting since some of those guys even took the time to talk to me a bit about the culture of their company and how they fared themselves getting into the games industry. Anyway I had a blast doing this. Sadly I wasn't as overwhelmed by the entertainment area this year. Somehow I had hoped to get a glimpse of DOTA2 and Guildwars2 before their release. I found a small GW2 booth with no possibility to check out their latest changes to the game. Didn't even find a trace of DOTA2. Firefall though looked very promising and fun. Another funny thing is the development of the League of Legends/Riot booth over the last 3 years. In 2010 it was somewhere hidden in the dining hall in a shared booth with some other games. In 2011 they had a pretty crowded normally sized booth directly in front of the entrance to the ESL area. This year they almost had half a hall to themselves it seemed. Great progress guys. Keep it up. Okay guys, next time I'll write about the creation of some really simple yet cool LOD buildings using L-Systems that need no time to implement.

7. ## Game Engine Programming in XNA

I think you also have to remember what C# is lacking compared to C++. If you wan't to do a real game engine a big part of it is that system layer with memory management and the likes. There you need direct memory manipulation. I think it might work for a game engine for small and fun games but you lose a lot of performance next to C++ engines I guess
8. ## Collision Detection between non-axis aligned rectangular prisms

I don't know if I remember correctly but with 2 OBB don't you have to check 15 axis? 3 normals of the first box, 3 normals of the second box and all possibly cross products between the normals of the the two boxes? 3 + 3 + 3 * 3. Maybe I'm overlooking something. You seem to have a good grasp of that stuff, maybe you can explain?
9. ## Knowing position of object ahead of time

That is probably the most computing time intensive way if you do the whole simulation. The movement of the ball is really simulated through the integration of its position. Usually through a differential equation of second degree (velocity and acceleration). Instead of running the whole simulation you just have to compute to the time step when the Y coordinate becomes 0.