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Tristan Patrick Richter

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About Tristan Patrick Richter

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    Programming
  1. Tristan Patrick Richter

    WC3 Trigger Style System

    Yeah but how do I do the events and conditions?
  2. Tristan Patrick Richter

    C# WC3 Trigger Style System

    If I wanted to a create a WC 3 trigger style event queue inside my ECS-style game engine, how would I go about doing that?
  3. Tristan Patrick Richter

    Physics inside ECS Architecture or Separate Physics Engine?

    Then they defer physics calculations to the client and periodically inspect the clients state for unlikely or impossible (e.g., teleportation) events?
  4. Tristan Patrick Richter

    Physics inside ECS Architecture or Separate Physics Engine?

    I am doing this to learn and have no other reason. The physics engine should be of an extremely low quality. Correct me if I am wrong, but WoW, GW2, and all the major MMORPGs use very simplistic collision detection, right?
  5. Tristan Patrick Richter

    Physics inside ECS Architecture or Separate Physics Engine?

    So I should make my own physics engine, yes?
  6. Should I put my physics inside components in my ECS architecture, or should I create my own separate physics engine and use Components as wrappers for the actors in the physics engine?
  7. Tristan Patrick Richter

    Game Design Patterns and Programming Methodology

    I'm making a server-side physics engine for multiplayer games. I have no clue as to what I'm doing, but I am trying.
  8. I have an AbstractActor class with:   Vector3 Scale; Vector3 Position; Quaternion Orientation;   public static void Rotate(Quaterion rotation) { ... }   The Heightmap class extends from AbstractActor...but there is a problem. I do not want the Scale of the Heightmap to have a setter (it should always remain Vector3.One), and I do not want the Heightmap to be rotatable. I have solved this by marking both the Scale property and Rotate function as virtual and having them throw a NotSupportedException when called. But now in my Rotate(Quaternion rotation) function, which recursively calls itself on all child AbstractActors, it calls Rotate in the Heightmap class, which throws a NotSupportedException.   How would you guys best handle this situation?  
  9. Tristan Patrick Richter

    Quaternion multiplication

    The code I see for Quaternion multiplication on System.Numerics.Vectors is different (reversed) from all the other code I see on the Internet. What gives?   http://www.dotnetframework.org/default.aspx/DotNET/DotNET/8@0/untmp/WIN_WINDOWS/lh_tools_devdiv_wpf/Windows/wcp/Core/System/Windows/Media3D/Quaternion@cs/1/Quaternion@cs           public static Quaternion operator *(Quaternion left, Quaternion right)         {             if (left.IsDistinguishedIdentity)             {                 return right;             }             if (right.IsDistinguishedIdentity)             {                 return left;             }               double x = left._w * right._x + left._x * right._w + left._y * right._z - left._z * right._y;             double y = left._w * right._y + left._y * right._w + left._z * right._x - left._x * right._z;             double z = left._w * right._z + left._z * right._w + left._x * right._y - left._y * right._x;             double w = left._w * right._w - left._x * right._x - left._y * right._y - left._z * right._z;             Quaternion result = new Quaternion(x,y,z,w);             return result;           }   https://github.com/dotnet/corefx/blob/master/src/System.Numerics.Vectors/src/System/Numerics/Quaternion.cs           public static Quaternion operator *(Quaternion value1, Quaternion value2)         {             Quaternion ans;               float q1x = value1.X;             float q1y = value1.Y;             float q1z = value1.Z;             float q1w = value1.W;               float q2x = value2.X;             float q2y = value2.Y;             float q2z = value2.Z;             float q2w = value2.W;               // cross(av, bv)             float cx = q1y * q2z - q1z * q2y;             float cy = q1z * q2x - q1x * q2z;             float cz = q1x * q2y - q1y * q2x;               float dot = q1x * q2x + q1y * q2y + q1z * q2z;               ans.X = q1x * q2w + q2x * q1w + cx;             ans.Y = q1y * q2w + q2y * q1w + cy;             ans.Z = q1z * q2w + q2z * q1w + cz;             ans.W = q1w * q2w - dot;               return ans;         }
  10. Tristan Patrick Richter

    Heightfield Interpolation

    Yeah, but that's an assumption. I need a definitive answer. Can anyone give me one?
  11. Tristan Patrick Richter

    Heightfield Interpolation

    As I understand it, Unity uses PhysX. So, do the Heightfields used in Unity use the same type of Heighfields in PhysX? If so, what kind of interpolation do they use? I made my own Heightfield implementation which uses bilinear interpolation, but unfortunately I am unable to determine which type of interpolation Unity uses for its terrain. Thanks.   -T
  12. Tristan Patrick Richter

    Entity Component System

    Would you recommend that approach for an MMO server?
  13. Tristan Patrick Richter

    Entity Component System

    Sean, what's your take on this versus a traditional ECS?   http://www.gamedev.net/page/resources/_/technical/game-programming/entities-parts-i-game-objects-r3596
  14. Tristan Patrick Richter

    Entity Component System

    In Java.   Would there be a point to making an abstract GameObject class for entities, and then making a GameObject2D class and GameObject3D class which extend it?
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