Jump to content
  • Advertisement

Kitasia

Member
  • Content Count

    484
  • Joined

  • Last visited

Community Reputation

267 Neutral

About Kitasia

  • Rank
    Member

Personal Information

  1. Alright, I'm feeling a lot better about this now! Doesn't seem like attempting anything too crazy. Thanks everybody, you've been a real help!
  2. I'm using XInput, and that sounds like a great solution. By background thread do you mean simply spawning a thread at the start of the application and using that to make API calls while the rest of the application runs? That would still be multithreading though right, The things I've been hearing horror stories about? For consoles I wouldn't  see this as much of an issue, but PCs are largely unpredictable and performance dips happen for a multitude of reasons. I'll concede that the game running at 50hz instead of 60hz (probably still in a playable range IMO)  for example probably won't hurt too much, but unless you can say that one random hiccup can't launch an input read over a few frames late and trigger the incorrect command, I can't see this as an nonissue.
  3. The idea of non-blocking code is a bit new to me. I just always assumed anything that needed to be done while something else was occuring required multithreading.     I'm positive it will happen. The button presses are sensitive to how long their held,  if a frame or so for whatever reason takes takes longer than it should, at time of release, an action could exectue for a shorter tap (using simulation time) or a longer tap (using real time) due to the delta time going over the window. This can be solved by checking the input concurrently and getting better precision of the time a button was released, but I have no experience with that so I'm stuck. : (
  4. I suppose this is more of design issue than anything else, but maybe someone can help me out. I'm making a game that runs at a fixed time step and uses the gamepad in a very time sensitive manner (i.e. how long a button is held etc...). Simple enough right, the problem is if the game stutters or runs a bit slower than it should, the input timings will be off. I was thinking of using multithreading as a solution but that a reputation for being a headache. Any alternatives or is this one of those cases where multithreading is necessary?
  5. Kitasia

    Palette Based Rendering?

    Ah that seems like a clean approach, thanks!
  6. Kitasia

    Palette Based Rendering?

    I'm wasn't so much thinking about a performance boost, I was just wondering if the theory is sound. I tend to use a lot of vertex coloring and it seemed to make sense in the event that I wanted to swap out the certain colors of something while rendering the same model instead of copying the entire model over or changing the color of everything. I've never seen it done before so I assumed there was a a reason not to do it.
  7. I was wondering... if the idea of storing color information inside vertices was replaced with storing an index and supplying an array of colors/material on a model basis, would there be any significant performance difference or reprecussions? The reason I ask is this system seems a lot more flexible and I think you would be able to use much more material information on a vertex level inside the shader.
  8. D'oh I didn't think of using the actual geometry to split up the mesh before converting into groups of planes. That makes things much easier! Thanks!
  9. I've been racking my brain on this one for a while but I can't seem to find a solution. The first thing that came to mind was to have a set a of planes and and split up the planes according to which planes pass through other planes, but it seems impossible to actually detect that using just planes. I've read this post http://mathoverflow....nvex-polyhedron The theory seems to match what I was thinking, but I have absolutely no idea how to go about it. How do a get the convex sets from the cluster of planes to detect whether they are empty? The math behind it seems a bit confusing.
  10. Kitasia

    Transfer of Angular Velocity?

    That's all I need to know,Thanks!
  11. Kitasia

    Transfer of Angular Velocity?

    So if luca-deltodesco's post is correct, wouldn't that mean I would spin at the same rate as the table when contact breaks regardless of where I'm standing? (Ignoring air resistance)
  12. I'm having a little trouble simulating this so I was wondering if someone may know the answer to this problem. Pretend you're standing on a giant spinning table. If you were standing in the center, and you jumped perfectly straight up, would your angular velocity transfer from the turntable causing you to spin in the air, or would you stop rotating witht the table? Now pretend your standing on the same turn table near the edge of it. Assuming the friction is high enough for you not to fly off, would any of the angular velocity transfer if you did a perfect jump straight in the air? It's really hard to tell, because the linear velocity is so fast, the angular velocity goes relatively unnoticed.
  13. Kitasia

    Managing a list of Contacts

    Okay that clears things up, but wouldn't you add A to B's list the first frame also? Otherwise B could never reference that it was touching A later on. I was still thinking in terms of the first post but because you're looping through your own contacts to check if it already exists, instead of a list of every one that has occurred, the process is much speedier. I'd still like to keep a master list of contacts that's occurred during the frame and clear it each time, but in addition to that, I'll have objects keep record of contacts. Without a master list wouldn't you have to check every object in the contact resolver other than simply contacts?
  14. Kitasia

    Managing a list of Contacts

    I don't think I fully understand the post, but it did lead me to link into linked lists. If linked-lists can add on without allocating it would indeed be easier to embed the contact lists within the object, cutting out a great deal of looping. Regardless of whether I understand it, thanks for the help! This was a very useful piece of info.
  15. I'm at a point where I want to recognize events that occur with contacts, and it's creating a bit of a problem. Normally to generate contacts I'd clear the list each frame and then refill it with current contacts found, but because I'm not keeping any data, I can't keep record of any changes that occur. It occurred to me, that I could avoid emptying the list everytime to track changes, but that would involve: -A loop, checking to see if the contactpair exists already, everytime I generate a contact -Looping over the final list of contacts, and removing contacts that aren't touching I'm on the right track with this, or is there a better way?
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!