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SnadderLars

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About SnadderLars

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  1. SnadderLars

    glut file creation?

    Hi, Did you figure this out? I just got rejected for the same reason.
  2. I'm not sure if this is the right forum, but I have no clue what's going on and it's driving me nuts :) In VS2005, when I save the source file I'm working on (Ctrl-S), I often get a 5+ second delay. The CPU is idle, the HD is idle, and it looks like there's a tiny bit of network traffic happening (a few packets going out, none coming in). If I unplug the network cable, the delay does not happen anymore. Have anyone experienced the same? Any ideas on what's going on? I've scanned the PC for viruses and shit like that, nothing.
  3. I suggest you limit your use of globals regardless of which technique used to implement them. People tend to access globals when they need them, in any context, coupling more code than necessary. For instance: class UpdateContext { const Timer& m_timer; const Keyboard& m_keyboard; const Mouse& m_mouse; ... }; class RenderContext { RenderMgr& m_render_mgr; Camera& m_camera; }; void Update(const UpdateContext& context) { ... } void Render(const RenderContext& context) { ... }
  4. SnadderLars

    3D Model/Animation File Formats?

    How about Collada (www.collada.org)? It has exporters for 3dsmax and Maya so all you have to write is a parser for the things you need... and you'll benefit from future collada work.
  5. SnadderLars

    quaternion question

    Grr. :-) Read "Numerical Robustness for Geometric Calculations (aka EPSILON is NOT 0.00001!)" here http://realtimecollisiondetection.net/pubs
  6. Flip-book yes: not blending between frames at run-time so basically free. Profiling: a good idea, still not blending is faster than blending, not animating a skeleton is faster than animating a skeleton, no profiling required. It will always depend on what you're doing, I've used all techniques in the same game on different stuff, flocks of small flying things get the flip-book treatment, characters get the animated skeleton and GPU skinning, and so on and so forth.
  7. SnadderLars

    Resource loader, any suggestions?

    Any reason you prefer tag data over properties? I've been prefering properties but maybe it's not a good idea?
  8. SnadderLars

    Animation problems

    I'm not suer I understand correctly, but are you thinking about something like this: movement = some integer movement times 16 pixels newpos = pos + movement if no collision at newpos pos = newpos else don't move ?
  9. Some alternatives: 1. Pre-animated mesh, just pick which one to render, no CPU time for animation, no GPU time for skinning, uses more memory. 2. Pre-animated skeleton animation, just pick the pose, no CPU time for animation, GPU time needed for skinning. 3. Skeleton animation using quaternions, cheap interpolation (not slerp, gdmag.com probably has the source from an article), GPU skinning.
  10. SnadderLars

    Shuffling cards for Solitaire?

    Thanks for the replies guys! Good stuff.
  11. I want to shuffle a deck of cards for a Solitaire game that guarantees that the game can be won, any ideas on how to go about this?
  12. SnadderLars

    AAS based Pathfinding Engine

    www.pathengine.com
  13. Anyone have links to open-source convex hull collision detection with penetration depth?
  14. I have a graph of connected cells where each cell has a world-space 3d-position (x,y,z), This is not a 2d-grid so I don't have an (x,y) index for a cell. A* calls two functions: Heuristic() - returns the estimated heuristic from the current cell to the goal cell. Cost() - returns the cost to travel from the current cell to a neighbor. Can I use the Euclidean distance in both the Heuristic() and Cost() functions? float Heuristic(Cell* current, Cell* goal) { return ( goal->Pos() - current->Pos() ).length(); } float Cost(Cell* current, Cell* next) { return ( next->Pos() - current->Pos() ).length(); } Both h() and g() are in the same "space" (or scale or whatever you want to call it) so I'm thinking that should be fine... right?
  15. SnadderLars

    3d model for ps2

    Developers write their own formats that fit the hardware and their engine, often a DMA list with vertex data and VIF commands, etc. You can find the PS2 hardware documentation at http://playstation2-linux.com/
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