| bio | website | xcrypt-devblog.blogspot.be |
|---|---|---|
| location | Belgium | |
| age | 21 | |
| visits | member for | 1 year, 6 months |
| seen | Feb 5 at 16:39 | |
| stats | profile views | 8 |
I have always been fascinated by games. At the age of 18, I started to get into game programming with C++ and DirectX. I have been working on various little game projects since then.
I decided to take a game development course, but I soon found out how misleading those courses are. In the meantime, I got more and more interested in game physics. At the age of 21 I went to Ghent University, taking a BSc mathematics course intended to be followed by a MSc mathematical computer science. My goal is to create my own game physics engine in C++ and to become a game physics programmer.
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Apr 27 |
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How do I implement group formations in a 3D RTS? Thanks, I have seen the continuum crowds pathfinding stuff from supreme commander, but I think I'll stick with what I have atm. I'll try that when I get a bit more exp, because yeah it looks really nifty ;D |
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Apr 27 |
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How do I implement group formations in a 3D RTS? @Nailer he flocking algorithm would work as long as they are moving , but then how would I detect if their final position is "okay", and notify them that they can stop moving? Don't worry, I can wait for your answer ;) |
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Apr 27 |
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How do I implement group formations in a 3D RTS? I don't get it, you would just halve the magnitude of the offset vector and keep checking if this is a collision free position? That would most likely fail in many cases |
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Apr 27 |
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How do I implement group formations in a 3D RTS? Well that's pretty much what I said in my question :D The tricky part is how to handle the collision of the formation with the terrain/obstacles/structures |
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Apr 27 |
asked | How do I implement group formations in a 3D RTS? |
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Apr 23 |
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Pathfollowing with acceleration - centripetal force I have also tried something like [2.5] before, it works a little, but it's messy |
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Apr 23 |
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Pathfollowing with acceleration - centripetal force there is a maximum speed limit :) Also, velocity =/= speed, even in physics. At least that's what I've always been told. |
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Apr 23 |
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Pathfollowing with acceleration - centripetal force Well I actually want to allow my agents to experience external forces(not due to the path) as well, eg explosions. That is why I'd prefer not to use bezier curves. |
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Apr 23 |
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Pathfollowing with acceleration - centripetal force @PatrickHughes For this problem, friction may be ignored. Although if anyone knows the answer to the problem with friction I'd be more than happy to hear it too |
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Apr 23 |
asked | Pathfollowing with acceleration - centripetal force |
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Apr 21 |
accepted | 3D RTS pathfinding |
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Apr 15 |
asked | 3D RTS pathfinding |
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Apr 10 |
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How do I properly use multithreading with Nvidia PhysX? @RoyT. I got to read that article now. It's pretty good for rendering, but I can't see how it would help me with physics. Nvidia PhysX requires that you do one huge Simulate() call, you cannot call it separately per object. (And I don't think that would be a good idea for physics). Am I missing something? |
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Apr 10 |
awarded | Commentator |
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Apr 10 |
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How do I properly use multithreading with Nvidia PhysX? @RoyT. I tried about everything, different browsers, I even asked some friends to open it for me, nothing works. altdevblogaday.com works, but it won't let me open that specific page. |
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Apr 9 |
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How do I properly use multithreading with Nvidia PhysX? @RoyT. I can't seem to open the page you linked to :( |
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Apr 7 |
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How do I properly use multithreading with Nvidia PhysX? The problem escalates with the number of threads you have that are dependent on the physics, you might end up with one thread(for example AI) to use the physics from 7 frames ago in it's calculations, and that is a serious problem. The other option you propose is impossible since inbetween a simulate and fetchresults call you can't compute new physics |
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Apr 7 |
asked | How do I properly use multithreading with Nvidia PhysX? |
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Feb 23 |
awarded | Scholar |
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Feb 23 |
accepted | rendering issue: depth buffering + blending: how do they work together? |