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Andre Rogers

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  1. Given that I need to perform        Normal = mat3(transpose(inverse(model))) * normal;   this per vertex normal to efficiently render a model. My current scenario, is that I am importing a model via assimp, and loading it into a vertex and element buffer object. Having now built the VAO how do I update the normals before I bind the model to be rendered.    Do I have to use glBufferSubData or glMapBuffer? Is there a simpler solution where I can isolate the model's normals from the rest of the model's VAO within another VAO and use both attribute objects to render the model? Could I maybe create a texture with the pre-calculated normals and pass that?   Am not sure what to do here, any help would be appreciated.
  2. So I can take a .fbx file and render it through a shader, where I interpolate or lerp between the control points on each patch??   Are these control points specific to the model file, or to the bezier patch?
  3. Can you please explain to me in brief how this method of using Tessellation will work?
  4. Hey, just curious here, but is it possible to have a level of detail for complex models without having their respective LOD models.   Cheers!! Andre
  5. I've figured all that out. My new problem is constraining the user defined path to a road. 
  6. I thought of this approach, any other solutions?
  7. Figured out how to align it. Anyone can tell me, how I will know if am making a turn?
  8. Am building a 2D top down game where there are roads, and intersections, and the user is creating a path, for the car to follow, but that path can be created only on the road, and it has to centre itself on that road. How would I attempt to do this? Am developing in Unity btw.    Right now am gathering the points on input, and based on the direction of the drawn path, it knows if its moving horizontally or vertically, but I am not quite sure how to figure out if its turning. My implementation knows if its turning but it also includes diagonals.  public void InputUpdate() { if(Input.GetMouseButtonDown(0)) { dragPoints.Clear(); lineRenderer.SetVertexCount(0); horizontalCount = verticalCount = 0; isDragging = true; isComplete = false; } if(Input.GetMouseButtonUp(0)) { isDragging = false; isComplete = true; } if(isDragging) { Vector3 tempPosition = gameCamera.ScreenToWorldPoint(Input.mousePosition); tempPosition = new Vector3(tempPosition.x, tempPosition.y, 0f); if(endPoint == tempPosition || !IsMouseOnRoad(tempPosition)) return; Vector3 totalDirection = Vector3.zero; int minSamplePoints = 4; dragPoints.Add(tempPosition); startPoint = dragPoints[0]; if(dragPoints.Count > minSamplePoints) { endPoint = dragPoints[dragPoints.Count - 1]; for(int i = 0; i + minSamplePoints < dragPoints.Count; i++) totalDirection += (dragPoints[i + minSamplePoints] - dragPoints[i]).normalized; prevAvgX = currentAvgX; prevAvgY = currentAvgY; currentAvgX = totalDirection.x / dragPoints.Count; currentAvgY = totalDirection.y / dragPoints.Count; if(Mathf.Abs(currentAvgY) <= 0.1f) { currentAxis = Axis.Horizontal; horizontalCount++; } else if(Mathf.Abs(currentAvgX) <= 0.1f) { currentAxis = Axis.Vertical; verticalCount++; } else { if(Mathf.Abs(currentAvgX) > Mathf.Abs(currentAvgY)) currentAxis = Axis.TurnXY; else if (Mathf.Abs(currentAvgX) < Mathf.Abs(currentAvgY)) currentAxis = Axis.TurnYX; } } RenderLine(); } } Any help would be much appreciated.   Cheers!!
  9. Thanks :)
  10. Am doing this, only to brush up and strengthen my skills here and there. How do we find a balance?
  11. You don't need to use any rigid bodies, or mesh colliders to accomplish what you are trying to do.   Street Fighter like games are usually done with bounding boxes, now based on whether you want 2D or 3D collision, you make the boxes 2D or 3D. In unity just set the 'z' size of a box collider to 0, for 2D and for 3D you can manipulate the z based on how wide your model's appendages are (arms, legs, torso, etc..)   Write a simple AABB collision detection, as your broadphase, and process your animations, action, reactions, based on this result.    Am not sure but, I guess if you wanted to use forces at exact collision points, you won't have to process your narrow phase, just grab contact point from Unity itself, and you could use rigid bodies, and toggle between isKinematic. But I don't think that's required.    Street Fighter, and games alike are heavy in terms of their AI, and managing their attack and defensive strikes, with the use of a FInite State Machine (FSM), the responses are handled solely by the animations based on who's hurt box has collided with who's hit box first. 
  12. When building a physics engine, how do we handle simulation time, how can it be controlled from system to system (different hardware), how is it maintained? Can you also explain to me the most efficient way to handle frame data, for backtracking and so on.    Thanks in advance.   Cheers!!
  13. OpenGL

    Thanks alot, I can get my hands dirty now. Am gonna try and do everything ground up, i.e. the math and physics and definitely some utility scripts. I already have one for FBO's, GLSL and text and stuff, figured ill try it to brush up :P    Cheers :)
  14. OpenGL

    What's SSE?? 
  15. Hey,   Am planning on trying to build a game engine. Its gonna be an engine that would be refined or built specifically for fighters, and beat em ups. Anyway, I was kinda wondering what are the tools or libraries I may need in conjunction with OpenGL, GLSL, and C++.    - A simpler math library, support for vectors, quaternions, and so on. I have been using GLM, but I'd like to just have header file.  - A sound library, I want to be able to possibly use the pitch and tone, etc to manipulate colors, and lighting.  - A model loader of sorts, support for .obj, .max, etc..  - A GUI library.   Let me know if you know of any that meet the above criteria, and if you think of any other libs or tools that could come in handy please let me know.   Cheers.