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About Plasmadog

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  1. Quote:Original post by Butterman I've looked into Collada and FBX, but they're both filled with all kinds of crap, like cameras, they've their own scene node rubbish with cameras and all this crap I don't want/need. They're really not made for games. Too much calculating inside my application. Collada is an xml based format, so unwanted elements can be very easily stripped out or just ignored. But in general, I agree with Daaark about making your own format. Except, rather than making an exporter plugin for one app, I'd make a converter that takes a collada file (or some other commonly supported format) as input.
  2. Simple fluid dynamics

    Hi all. I came across this old thread that intrigued me: http://www.gamedev.net/community/forums/topic.asp?topic_id=313131&whichpage=1� I'd really like to try out the system that John Schultz describes there, but the description is a bit high level, and it loses me at step 6d. Can anyone point me to any source code that implements a system like that? Or failing that, could someone elaborate on step 6d? Thanks.
  3. Quote:Original post by leiavoia Then why does every node have a 'left' and a 'right'? This is classic binary tree stuph. And it would be a binary tree if the left and right referred only to child nodes, but they don't. In this scheme, the left and right nodes can child, sibling, or parent nodes. Read the article again. EDIT: Actually, the left and right values are not nodes at all. It's a bit more abstract than that.
  4. Quote:Original post by leiavoia I already read that article. As i mentioned before, its example relies on an underlying binary-tree scheme which doesn't seem to fit what i need (unlimited child nodes). If i misinterpreted the example, please let me know. No it doesn't; you have indeed misinterpreted it. True, the example tree that is depicted in that article does not have more than two childern per node, but that's just a bad example, not a limitation of the technique. There is no reason why you cannot have more than two children per node.
  5. Fundamental design problem

    Quote:Original post by CzarKirkObject-orientated? Don't force a particular style just for the sake of it... Agreed. Also, consider that a chess piece that is not on a chess board is not really a chess piece. A piece's relationship with the board and with other pieces is an integral part of its definition. Whatever internal representaion you use should really relect that.
  6. I second Fling-master's suggestion. I have used that method myself, and the page he linked to is the same place I learnt it from. It's an effective method, but be sure that you understand it fully before trying to implement it.
  7. A New Zealand Game programmer hopeful

    Also check out the New Zealand Game Developers Association if you haven't already. There's a forum there that might be a good place to seek advice.
  8. what are derivative instructions

    Thanks Pragma. I'm not sure I understand that last part, but you've certainly given me enough to make sense of the examples I've seen.
  9. what are derivative instructions

    @TheAdmiral: That would all make perfect sense to me, if only the derivative functions din't take arbitrary expressions as input. I think I understand Pragma's explanation. Let me see if I have it. If, in a pixel shader, I pass the pixel's object-space position into one of these functions, e.g. ddx(IN.Pos.x). This shader program, as I understand it, will be executed for every screen pixel covered by the same polygon, and in each execution the same function will be called with a different input value. So, what I take from Pragma's explanation is that the function will essentially say "what was the value of IN.Pos.x when I processed the pixel next to this one on the x axis, and what is the value for the pixel I'm processing now?" And then, based on TheAdmiral's formula, the function presumably returns the average of those two values. Is that more or less right? If it is right, how does it handle cases where the adjacent pixel was not handled by the same shader? Or cases where it was the same shader, but a different polygon?
  10. what are derivative instructions

    Actually, I have been wondering about this myself recently. I know what derivatives are in the calculus sense, but how exactly do they relate to pixel shaders? I have seen example shaders that use the ddx and ddy functions, or the fwidth function, as part of an antialiasing technique. In these cases, the pixel's object-space x or y position was used as the parameter, like so: float w = abs(ddx(IN.ObjPos.x)) + abs(ddy(IN.ObjPos.x)); //or alternatively... float w = fwidth(IN.ObjPos.x); // does the same thing, according to docs. What would the return value represent when used in that way?
  11. number of diggits in a integer

    Quote:Original post by superdeveloper ...and it IS accessible outside the scope of the loop. Why do you think it's not? It won't be, if the compiler is fully standards-compliant. It shouldn't be relied upon.
  12. number of diggits in a integer

    Quote:Original post by Nanook but seriously.. im a newb.. why? :D Because the problem you are trying to solve is just basic maths. There is a mathematical solution.
  13. number of diggits in a integer

    Quote:Original post by deathkrush The best way to do this is to convert the number to a string and find the length of the string. (just kidding) :) Ever read The Daily WTF? It's amazing how often the "convert to string" approach is taken in real-world applications by programmers who should know better.
  14. number of diggits in a integer

    Quote:Original post by Palidine i will be off by one and not accesible outside the scope of the for loop. Not to mention that it's horribly inefficient to use a loop to do something for which a simple formula exists.
  15. It's not a bad book, but if you have read all of Earnest's columns over at Gamasutra, you won't find much that's new from him. I would recommend reading all those columns, and then getting Andrew Rolling's other book, Game Architecture and Design.
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