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About TMGeorge

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  1.     Hi, thx for your and the others reply. I think I have to read more into multi texturing. BTW I am using Java and JogAmp. "one big texture" get's difficult. e.g.: if I have 3*3 tiles of gras (g) at the same Level (0) it looks like     ggg 000 ggg 000 ggg 000   and I think already about getting one big 30*30 texture (assuming a tile is 10*10 px). But If I now change the top left Level to 1 I will need to render a cliff (c) additionally to it's right and one to it's lower neighbour     gcgg 100 c || 000 g-gg 000 g-gg   '|' & '-' means the gs are directly connected. The big texture would not be symmetric or contains a lot of holes ... just writing this got me thinking but I also think this approach would not be feasible. BWT I am inspired by the Warcraft 3 Engine.
  2. Hi,   I am still a noob  w/ GL and I couldn't find an answer to this yet.   short version: Assume I have 2 adjacent triangles which could be represented with Strip ABCD. Is it possible that ABC refere to a different texture than BCD?         long version: Scenario: I have a tile based terrain. It will by split into smaller n*n pieces. Everything is more or less in x*y and I consider it "2d". Such an n*n piece will have one big texture which I want to compose of smaller tile textures (dirt, grass, ...) using render to texture (haven't done this yet)    Now I want to go 2.5d and add different height levels and cliffs. So between tiles of different level there will be another quad in x*z or y*z plane. For those I want to use another texture (rock wall or something ...) .     Currently I have created the triangle strip without texturing. For performance reasons I want to do everything in one strip. But now I am not sure if I can switch texture in between ....     thx n rgds   tmg
  3. I played around with argoUML, BOUML and StarUML and all of those seem to "only" support code generation for class diagrams. Are there (free) tools which support generation out of activity or state diagrams? rgds tmg
  4. Hi, I wanna play around with an RTS style project in C++ Currently I think of using blockmap (max 1024x1024) for collision detection/path finding. I think of dynamic units covering form 1x1 to 3x3 cells. They have axis aligned bounding Squares. Each Block can only be covered by one unit und each block links to each unit. There should be around 300 living objects (player/computer controlled) and 700 Decorations/Buildings. For path finding and taking care of units > 1x1 each block contains a distance to the nearest block which is covered by a static object. (The area around is only scanned to radius 4 or so) So during path finding I can see if a large unit can go there. For “nearest ..” and LOS the algorithm should be pretty straight forward. I have to say I haven’t thought about rendering. I only thought about game mechanics yet. Now I worry about performance. On one side it’s always quite a lot of cells to check. On the other hand I think the algorithms are pretty straight forward and can be heavily tweaked. E.g. having direct links to neighbour cells instead of calculation them and using the [][]-operator. On the other hand I stumpled over quadtrees. The algorithms are not fully clear to. Most examples deal with points but I thing it should be spatial. A nice example to play around is http://donar.umiacs.umd.edu/quadtree/rectangles/cifquad.html -> select “rectangle applet” and under data structur -> rectangle quadtree. The most I worry here about are dynamic changes in the tree. With the block map I can easily check if the set of covered blocks is changed and I just can change the covering-flag and the link to the entity on the according blocks. But with the quadtree I have to rearrange the tree. And I don’t know how expensive this is. I am aware that the memory for 1024x1024 is 1MB per byte of blocksize is quite huge. So what do you think? [Edited by - TMGeorge on October 24, 2008 7:09:10 AM]
  5. Hi there, even I read a lot of articles about A* but they always seem to deal with units which fit into one block. So maybe you can give me a hint or point me to an article where A* deals with various unit sizes e.g. men, vehicles ... The only Idea I have is that every block contains the distance to the next blocked block so that depending of the unit halfDiameter it can be determined if the unit could go to this block or not. Sceneraio is RTS. rgds tmg
  6. Hi there, 1st point: I am looking for a comfortable C++ IDE. After 9 years I come back to C++ for a small project and currently I feel some “pain” and effectivity drop compared to my real works development environment. In my company we use or own proprietary object oriented language. We have no need to maintain .h and .cpp files even they exist internally. Our IDE does this implicitly. It actually hides those files and offers the classes, their methods and attributes listed in tables controls. So navigating there is quite easy by double clicking the selected line. The editor shows only the source of the selected method and not the whole implementation file. If you edit a method you see its parameters listed in a table control above. If you double click any word it jumps to the implementation/declaration. Most welcome is that you easily can copy classes or methods. I am wondering that this is not possible in the IDEs I tested. Currently I play around with Code::Blocks, CDT, DEV-C++ and NetBeans. 2nd point: I want to know if there’s any IDE (C++ or Java) which is fully integrated with a UML tools and allows easy iterative development. So any change to the class definition is solely done in the UML tool and only the implementation of methods is done in the IDE. I played with reverse engineering and code generation of StarUML, BOUML and argoUML and Code::BLOCKS and some other IDEs using mingw32 at the end, but this is still far from perfect. Thx n rgds
  7. Hi there, I am in the very beginning of thinking about a small game like DungeonSiege, but just 2D Top Down. I have some programming experience but not with games. I read some articles about A* path finding and also saw some demos of it. Maybe I got it wrong, but those demos all looked tile based, like a check board/matrix. Maybe I did not understand everything but with those matrix it doesn't seem to be possible to move freely and have arbitrary barricades, is it? I think of units with different sizes. So you might have passages with are to narrow for huger units. Another thing is that I want to be free with the level design. So that I can draw a barricade at any place with any angle I want. The units should also be able to move freely. I think of having polygons marking static impassible areas and bounding boxes for the current units moving around. Or should I divide the whole map (passable/impassible areas) into polygons? So what data structure you would use? Would be nice if you could point me to according articles. Rgds tmg