Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

211 Neutral

About Wudan

  • Rank
  1. If you get the depth returned by whatever collision function you use, you can get the intersection point by scaling your initial ray's direction by the depth, and adding that to the origin of your ray.
  2. My thoughts tend to run to 'if it ain't broke, don't fix it'. You'll probably always want to draw your HUD last in each frame, and it sounds like you already understand the possibility of you HUD getting drawn over if you get too close to things (you can probably clear the depth buffer before drawing your hud, or do some such depth-buffer wrangling to avoid this, or, like you said, just make sure things don't get that close to the camera.)
  3. Wudan

    Monetary value of current work?

    Quote:Original post by aerojockey Quote:Original post by cbenoi1 From an accounting perspective, you cannot get accrued development as an asset. ... A rough evaluation would be via what we call "comparables". You can talk to contract developers in your area to find out what is the going rate for a project. It's usually quoted in man-months; some will say it's a bad metric but that's the industry yardstick. You could determine how many man-months you have invested into your game tech so far and multiply this by your average monthly salaries. Arcane accounting rules aside, I'd like to get some idea of how much we could salvage if we had to liquidate. I was hoping there'd be something better than sum of total work. Thanks. Unfortunately, he's absolutely 100% right. Having taken a fraction of the accounting classes the above poster has (I'm guessing), when you liquidate or shut down shop you'll probably get more for your office furniture than your source code, unless your source code can be independently apraised or go through some such process that gives a 'difficult to value' item a quantifiable value. (anybody know of such a profession - a source appraiser?) You may pour your judgement upon those arcane rules, but those are the rules you've got to understand and follow when doing business. Those accounting rules are there to protect businesses and investors alike.
  4. In my own code I keep track of it, but I get the info from OpenGL. I don't remember why, precisely, but it appears to work. GLfloat mdl[16]; float camera_org[3]; glGetDoublev(GL_MODELVIEW_MATRIX, mdl); camera_org[0] = -(mdl[0] * mdl[12] + mdl[1] * mdl[13] + mdl[2] * mdl[14]); camera_org[1] = -(mdl[4] * mdl[12] + mdl[5] * mdl[13] + mdl[6] * mdl[14]); camera_org[2] = -(mdl[8] * mdl[12] + mdl[9] * mdl[13] + mdl[10] * mdl[14]); It appears given the modelview matrix (which is an array of 16 floating point values), the origin is the negative of each axis component scaled by the matrices corresponding translation component. Or something. I don't pretend to completely understand it, but it seems to work for me.
  5. Wudan

    Best Line Drawing Algorithm

    I usually pick a 'step value' and just draw dots on a buffer. So I start with a start point and an end point (or a start, slope, and length) and crawl along the slope from the start point until the distance has been reached. Probably not very fast, but it works.
  6. There's a lot of problems with working on an indie project, the biggest, I would think, is scale. I've worked with and for several projects, so far none, but my own small tools project, has succeeded. Why do you think this is? I wrote several papers for school on how groups work together, and why they fail. It's a very complex topic that I would wager many teams and team leaders fail to take in to consideration. The fact is that people need to feel vested in a project, and they need to clearly see that it is going somewhere. This is easier for people who've seen this done before and can visualize a finished product, these people, however, tend to be professionals, and they tend to already have a job. Group members can have a different vision of the finished product, and get frustrated when it doesn't turn out their way. It's fine to have input on the project, but it's not fine when people throw tantrums and threaten to walk out over small details. This causes people to lose interest and walk away in frustration. It's hard to maintain realism when there's creativity involved, because creativity is a double-edged sword - it can make your project, and it can break your project. This alone, is why I think MMORPG's is no place for beginners and hobbyists to start. I think that the maturity and technical abilities it takes to make such a huge project are far beyond what many hobby and indie studios are capable of, let alone many professional studios. This doesn't mean it's impossible. With the right people, any project can be finished.
  7. Wudan

    Which file format for Skeletal animation?

    Best advice is to come up with your own format, that is, figure out which way you are best at understanding (as there literally is more than one way to skin a cat), and how you'd like to store your transformations (poses) and have them display in-game. Basically, come up with a features list of what you'll want/need to do in your implementation and solve for your format in a backwards, logical fashion. Once you know what you want you can figure out how to get it from your art program to your format, and then into your engine. Wow, I didn't realize how mathematical programming was, even in an indirect way :)
  8. Wudan

    Bones vs. Tags

    I'd include the tags in the models format and have the bone structure and whatnot be a separate format that the mesh references. A tag is basically an artist selected offset, the best solution when you want a mesh to have an 'attached mesh' but don't want to hardcode the location where the meshes are 'attached'. In skeletally animated meshes, the tag has an added bonus of referencing more than one bone, for an added plus to the attachment system :) With enough foresight and planning, your animation system can do whatever it is you want it to do.
  9. If you are using Frustum culling (and why not), you can easily test the distance to the center of a GeoMipMapped terrain peice, and decide the mip level from the distance. It works quite well.
  10. glRotatef already can rotate around a specific axis - that's what the last 3 floats are for.
  11. I'd strongly recommend using GLEE for all your 'does my card support feature X' needs.
  12. Wudan

    Skinning a skeleton

    Well, for one, your Google-fu is lacking, as is your choice of terminology. What you need is a guide to building a human skeleton, probably in a 3d app. There's plenty of tutorials about that. I've never heard the construction of a human skeleton called 'skinning' before, I've heard the 'weighting' of vertices to bones on a skeleton called 'skinning' as well as the actual skinning process of applying textures to a mesh. The terminology people use to call these things (where it applies to mesh usage in 3d applications, especially) is greatly varied, so I'm afraid searching for solutions and ideas in this area is going to require some very diligent searching much of the time. My Google search led me to an Amazon link: http://www.amazon.com/gp/product/1584502851/002-5573218-2694433?v=glance&n=283155 which appears to be applicable to your question, if you should desire to purchase said book. My search was for 'Building a human skeleton 3dsmax maya' minus the quotes.
  13. Wudan

    Great Graphics Engine - Who Cares?

    I'm in the same boat - an 'amateur', I picked up C and later C++ because I needed a program and no one would write it. So I picked a book and got to work, that was 3 years ago. I've got a great little animation tool, a great widget kit cooking up, I've dabbled in a great many subjects - AI, terrain implementation, deformable meshes, skeletal animation - all kinds of things. Even though I am confident in my skills, I get discouraged looking around for jobs or seeing who's up for making an indie project. How marketable is a self-taught programmer, or a hobbyist?
  14. Wudan

    OpenGL Text model export

    I agree with all the above, I was able to manage writing a Python script to export Blender mesh data, and it's really simple to do.
  15. Wudan

    Drawing 2D over 3D

    OpenGL has an Orthographic projection mode that's easy to use, I'd bet money that DirectX has one as well. Anything else should be fine as well.
  • 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!