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WhileTrue

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About WhileTrue

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  1. WhileTrue

    Getting a job as a modeller

    Hey Sphet, Excellent. Thanks for your reply. Where abouts are you in Vancouver? I will be going to EA Burnaby in september. Is that where you are working?
  2. WhileTrue

    Getting a job as a modeller

    I wonder how necessary a degree is to get a job as a modeller? Can an excellent portfolio make this no longer required? I ask because a buddy of mine has been working for 12 years, he has a small family, and doesn't have the time or opportunity to go to school. We will try to build a killer portfolio for him instead. Plausible? Impossible? Also, what else can he do to leverage his situation / get an edge? --Daniel
  3. WhileTrue

    Basic 3DS Max Modelling Tutorials

    Sorry, 3ds max. Thanks
  4. I am looking for basic modelling tutorials. Someone who is totally new to the whole modelling thing. The most basic tutorials, like creating boxes, objects etc. Real simple. Has anyone seen such a thing?
  5. WhileTrue

    Terrain Engine...

    If you're going to do LOD then definately check out Chunked LOD. I've done a lot of lod routines and Chunked LOD is the best I've used for really large terrains. But to be honest, a 257x257 heightmap (256x256 quads) should be rendered brute force. It really isn't all that much to render and most cards can do that pretty well. Use indexed triangled strips and render them all together in one call and you should be more than ok. The other thing is, for the game I'm doing with my university club (http://www.uvicgamedev.net), we started with a 256x256 heightmap but really, a 64x64 heightmap can be scaled to cover the same amount of area. The only cost is your hills have a little bit less roll/smoothness but still, our hills look natural. 64x64 does a good job when you scale it. I would say 128x128 would definately be more than enough. My two cents.. --Daniel Guillamot
  6. WhileTrue

    Shader Demos

    Thanks, I've got RenderMonkey set up and am using it to make my shaders, but I am still looking for demo's and other shader work from other people. I am looking for creative ideas etc, I don't need source code, just want to see what's out there. Thanks..
  7. WhileTrue

    Shader Demos

    Hi, I am looking to start doing a small demo application to demonstrate the different shader effects that I can do. I am looking for examples of similar shader demo programs. I would like to sort of wrap the shader effect in some meaningful context. If anyone has links to a small shader demo program, then I'd love to have a look. I am hoping to get as many examples as I can. Thanks.. --Daniel WhileTrue Guillamot
  8. WhileTrue

    Projectile Trajectory, Start/End points known

    Great, thanks for the help. I've been able to use these formulas in my game. With these formula's you can get perfect trajectories along the XY plane. A slight modifcation gets them set up for any axis, to support a 3d world (x, y, z coords). Everything is set and running 100% now, thanks again!
  9. WhileTrue

    Projectile Trajectory, Start/End points known

    Quote:Original post by Oluseyi The initial velocity of your cannonballs should always be the same. The endpoint should vary as a function of trajectory (this, after all, is what it means to aim). You've somehow got it backwards. Hi, Thanks for your reply. In my game, the end point is always set (each time the ball is fired, it hits it's end point everytime). So the endpoint is fixed going into the function. My angle is also fixed because I want the ball to always come out at a 70 degree angle. So in my game, the only variable I have to influence is the initial velocity, this is how I get greater distances so that I can always hit the required target exactly.
  10. WhileTrue

    Projectile Trajectory, Start/End points known

    Then, when animating the ball I do float xt; xt = (cannonBalls[g].speedMagXY * cos(cannonBalls[g].angleRadXY))*flyTime; xt = xt * cannonBalls[g].normalDist.x; float yt; yt = (-1)*(cannonBalls[g].speedMagXY * sin(cannonBalls[g].angleRadXY))*flyTime - ((cannonBalls[g].gravity)*(flyTime)*(flyTime))/2; yt = yt*(-1); float zt; zt = (cannonBalls[g].speedMagXY * cos(cannonBalls[g].angleRadXY))*flyTime; zt = zt * cannonBalls[g].normalDist.z; D3DXVECTOR3 posNow = D3DXVECTOR3(cannonBalls[g].startPos.x + xt, cannonBalls[g].startPos.y + yt, cannonBalls[g].startPos.z + zt);
  11. Greetings, I am working on the trajectories of the cannon balls that fly through my game. Right now I have it working pretty good for the case where the start and end point are at the same height. I am looking for help in determining the required initial velocity and position of the cannon ball when the start and end point heights are different. Right now, This is what I do: -------------------------------------- float angle = 70.0; ball.gravity = -400; float dist = sqrt((dest.x-start.x)*(dest.x-start.x) + (dest.z-start.z)*(dest.z-start.z)); // compute the magnitude of speed float myRatio = sin(angle) * 2; float magnitude = sqrt((dist * (-ball.gravity)) / myRatio); // adjust speed components with angle in mind ball.speed.x = magnitude * cos(angle); ball.speed.y = magnitude * sin(angle); ball.speed.z = magnitude * sin(angle); ball.speedMagXY = sqrt(ball.speed.x*ball.speed.x + ball.speed.y*ball.speed.y + ball.speed.z*ball.speed.z); -------------------------------------- This code is finding the angle, and the required velocities that I need to animate the cannonball. It works great for same heights at start and end but I am looking for help to adjust these formulas for different heights. Any help is greatly appreciated.
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