davidino79

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About davidino79

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  1. class Inheritance in AngelScript

    HI witch, have you planned to implement a class inheritance in your script language? It could become simpler to implement many script, expecially for AI entities :) bye, Davide
  2. Octtree vs. bsp

    Quote:Original post by PorkBag I realize this has been asked before, but just to get some more clarification on the matter... I've been hearing that Octtrees are better for outdoor locations, and BSP trees are more apropriate for indoor areas. What type of bsp tree do you mean? if you mean Quake style bsp tree, that is a polygon aligned bsp tree, you are right. But, nothing can prevent you to use a polygon aligned bsp tree for indoor scenes and axis aligned bsp tree for out door scene linked together with a portal system (like doom 3). For indoor scene try to read this paper to optmize the creation of internal bsp tree rooms: http://artis.imag.fr/Publications/2003/LH03/lefebvre-hornus-portals.pdf Bye Davide
  3. Octtree vs. bsp

    Quote:Original post by PorkBag I realize this has been asked before, but just to get some more clarification on the matter... I've been hearing that Octtrees are better for outdoor locations, and BSP trees are more apropriate for indoor areas. What type of bsp tree do you mean? if you mean Quake style bsp tree, that is a polygon aligned bsp tree, you are right. But, nothing can prevent you to use a polygon aligned bsp tree for indoor scenes and axis aligned bsp tree for out door scene linked together with a portal system (like doom 3). For indoor scene try to read this paper to optmize the creation of internal bsp tree rooms: http://artis.imag.fr/Publications/2003/LH03/lefebvre-hornus-portals.pdf Bye Davide
  4. Question on shaders/mathmatics

    Why don't you pass the light position in object space? The vertex shader is smaller and faster. Bye, Davide
  5. Quote:Original post by coelurus I'm not sure what difference you're referring to, but the common boxed trees all suffer from the problem mentioned. This is exatly what I mean: all type of box-tree suffer from this problem. However , for example, renderware let you to insert the dynamic elements in the world partitioned tree with a bsp. So The problem you claim ABT suffer is no a true problem or ,if you want to see that in another point of view, is the problem of all box tree structure but it is utilized many times! ;) Davide
  6. Quote:Original post by coelurus Objects will be enclosed by huge AABBs (hundreds or thousands of times bigger than the object would be pretty common) and therefore "considered" (deemed visible, audible or similar) much earlier than if the objects were put in the leaves of custom trees. Nodes close in some space can be far away in the data structure, this is a golden rule when it comes to trees. You have the same problem also in the OCTREE structure or Axis aligned BSP Tree: when the object cross a plane (an octant), it will be inserted in the parent node. Where is the difference? Davide
  7. Quote:Original post by Toji The problem comes in the constant rebalancing of the tree that dynamic objects would require. Especially when you have objects that are overlapping borders. It's not written in milestone that the dynamic objects should inserted in the leaf node only.... so you leave the ABT plane as is and insert the dynamic objects in the best fit node (even a branch node).
  8. Onestly I don't see the problem to insert the dynamic elements into ABT. It is just a tree, so the dynamic elements will be inserted in the node that fit the entire bounding box of it. Bye, Davide
  9. 3DS rotation keyframe

    The rotation is relative to last frame to avoid the gimbal lock problem. So if you want the "global" rotation, you need to concatenate them with quaterinion multiplication.
  10. 3d engine design, want comments

    Quote:Original post by Caesar create a hierarchy, each node would be a a class derived from some baseclass (say CSceneNode) so that rendering of various types of meshes/billboards etc could be done. Each node would contain a transformation matrix and it's children would be transformed relatively to their parent. Your approach seems to be like WildMagic. I have adopted a renderware-style approach: each scenenode has a pointer to a Frame that is a transformation entity of the elements of the scene. I like it; but is only a different point of view of the same things ;) The other part is very similar of your solution. bye, Davide
  11. I'm wondering how to integrate the collision in my 3d scene. I have a Axis aligned bsp style world scene that mantain the static mesh graphics mesh and dinamic graphics mesh, and I render it :) Now I want to handle the collisions.. but how? can it be correct to use the same bsp for collsions also? So, in the same bsp I add the so called "Collision static mesh" wich mantain the geometry and (also) the physic property of each face of the mesh (more semplified ;) ) which the user avatar can interact with and also I will Insert the "Collision dinamyc mesh" (ABB tre, OBB-tree etc) that mantain the spatial relationship. But, in this way, the bsp tree will become deeper... So in your opinion...is this the way to go?? Thanks, Davide
  12. BRDF Lighting

    for tangent recalculation try this links: http://www.geometrictools.com/Documentation/BumpTangent.pdf for theory and http://www.terathon.com/code/tangent.html for a practical implementation. My calculation of tangent vector is based on this and it works fine. It's very strange that the gmap return always one color.Is it the black color? Remember that half of both texture is not used (in fact they are black) so it can be a texture coordinate calculation problem. Bye, Davide
  13. BRDF Lighting

    correction: the reparametrization is usefull only for 2 2d texture :P sorry. Can you post an image or something like this? the shader seems to be correct...
  14. BRDF Lighting

    Have you performed the reparametrization of the texture using GHSD method?
  15. BRDF Lighting

    ok, since I studied that thing about 4/5 months ago, so let me take this problems a bit and I will answer to your question a bit later. :P Bye, Davide