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About Kincaid

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  1. Kincaid

    Collision Detection Methods

    thanx for the replies. could you elaborate on that bitmask concept ? But I gather there are no fundametally different techniques? like e.g. the zbuffer. I get that this also comes down to the 'same vector' math ultimately, but in this case collision detection (in viewdirection that is) is a 'free side-effect', which you basically get for free, except the reading back from the buffer. Its these kind of properties I find interesting, whereas ALL standard 'doing the math' techniques (you know, intersecting pionts/planes/boxes etc) have no such attraction AND are heavily dependant on searching, and all that comes with it (narrowing down, explosive search spaces, etc etc etc).
  2. Kincaid

    Collision Detection Methods

    Quote:Original post by ff8 try bounding(Box/Sphere/Object/...)[still intersection testing] and try to use some sort of ordering to pick them based on distenace or something like that. check BSP Tree or so. take care, thanx, but I know of those. Am wondering about any others (just general curiosity)
  3. What (efficient) methods are there ? I know only of either employing vector math (raycasting, intersection testing & stuff). or using image based techniques(looking a z-buffer). (3d) Both not very efficient/attractive. Are there any more competitors out there ?
  4. Quote:Original post by punmaster I just tried it with an extremely simple model (just a textured box), and I was able to open about 25 windows before the framerate dropped. It was like before in that as soon as I crossed a specific threshold, performance dropped instantly from > 60 to < 10 FPS, but it took a lot more than 3 windows to do it with the simple box. I'm now going to try ditching the display lists and rendering things directly. This isn't the first time I've had video memory issues with display lists, so I guess I'm not completely surprised. EDIT: Well, I re-coded the draw functions to avoid using display lists and that did nothing to help me. Then I found a memory bug in my texture loading function, fixed that, and now it works much better. There is still "slowdown wall" after a certain number of windows, like before, but the number of windows it takes is much larger now. It could just be a real-world limitation of my hardware at this point, and I wouldn't consider the current results unreasonable by any means. If anyone has any further input, feel free to share. If not, I should be able to live with it how it is. Thanks again for all the help. :) im pretty sure that stems from the texture. (its size or something). Try rendering without texture. is number of textures growing ? copied ? on opening windows ? (or texture size itself, resulting in odd sizes making it switch to software mode)
  5. Hello, I was wondering if it is possible to rotate icon images (somewhat easily :) ) e.g. I display an arrow icon next to the cursor when dragging something. I would like this arrow to be able to point in any direction (e.g. always have it pointing to a certain point on the screen). To be sure, im not talking animated cursors/icons or something, but the ability to actually rotate an HICON. thanx
  6. that could be alot of things. maybe youve reached some limit where software rendering kicks in (maybe large textures, the ram...). Maybe its a leak that happens when you open the third window. (but i think not, since it seems to reside in the display list) Does it differ with the size of the windows ? e.g. making them smaller would maybe allow 4 to open ? or is it exactly the number of 3? Try rendering part by part to see where it goes wrong.
  7. Kincaid

    my first big flash-game

    Simply Awesome ! very original, very smooth playing.
  8. no. in a single thread rendering things twice, costs twice as much. This would be the point to turn back on the multithreading to get those fps back. When you do, post me the code :) cause I keep postponing multithreading in my app :D (edit: seeing 60 makes say 'turn off v-sync')
  9. no, because other matrices may be stacked to begin with. But like Dim_Yimma_H, since you call the translate with 1,2,3, you already know this. I can think of no case of retrieving coordintaes for something in such a manner. whats your application ?
  10. Kincaid

    Up to Date & SwapBuffers

    drawing the mouse in gl really isnt an option for me. I guess ill just let it slide :) thanx
  11. Im working on kind of the smae thing, an editor with as many viewports the user wants (also MDI). this works great. No, you only have to set up the rendercontexts for each window. And call wglMakeCurrent(rc) to switch between viewports to render. (basically) You can also play around with setting up multiple viewports in a single context. Rendering whatever will work, whether its the same scene in multiple ports. or something else in all ports. I have x views on the scene + a few ports with some independant stuff. Where exactly does it crash ?? post some code. theres a lot that can cause it to crash of course (multithreading will also work fine, but all this can be done without. and should be in first place, to avoid a LOT of debugging)
  12. Kincaid

    Up to Date & SwapBuffers

    Quote:Original post by NisseBosseLasse Why are you calling GetCursorPos? The coordinates are stored in lParam. i know, thought this would be a bit clearer. anyhow, its hardly the point.. (to be exact, client coordinates are stored in lParam, and this is not the clientsystem that Im working in (im in a child frame space). Whereas GetCursorPos retrieves screenspace coords.)
  13. Kincaid

    Up to Date & SwapBuffers

    Quote:Original post by Erik Rufelt Disable VSync if you haven't already. disabling vsync makes it just a little better in terms of speed, but doesnt solve it.
  14. Hello I have some 3d stuff in my editor that can be dragged(translated) around (with mouse). I update on change only (no renderloop) so I handle this on WM_MOUSEMOVE case WM_MOUSEMOVE { GetCursorPos(m) TranlateStuffToM (m) Render () Swap () } rendering takes some time, and I see that after swap, the cursor may already be somewhere else. So I figure to render first, then check if the mouse is still there, if so, then swap (make it visible). otherwise, dont swap, cause it shouldnt be visible there anymore. though it seems the swapping takes all the time, so I cant get it truly/consistently up to date. any thoughts on this (in general) ?? (rendering faster/vbos or something might help, but dont really solve this also I think) thanx
  15. Kincaid


    yes, its not like im starting to move the mouse for them or something. It just an extra drag functionality (dragging against the sides), one which is very normal in games/editors and as I said, very desirable. But thats the why, now the how :)
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