200 reputation
11
bio website xcrypt-devblog.blogspot.be
location Belgium
age 23
visits member for 2 years, 11 months
seen Jun 14 at 16:50

CS, math, physics and game development hobbyist


May
1
revised Dynamic vertex buffer mapping call order
added 259 characters in body; edited title
May
1
asked Dynamic vertex buffer mapping call order
May
1
accepted How do I implement group formations in a 3D RTS?
Apr
27
comment 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
Apr
27
comment 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 ;)
Apr
27
comment 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
Apr
27
comment 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
Apr
27
asked How do I implement group formations in a 3D RTS?
Apr
23
comment Pathfollowing with acceleration - centripetal force
I have also tried something like [2.5] before, it works a little, but it's messy
Apr
23
comment 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.
Apr
23
comment 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.
Apr
23
comment 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
Apr
23
asked Pathfollowing with acceleration - centripetal force
Apr
21
accepted 3D RTS pathfinding
Apr
15
asked 3D RTS pathfinding
Apr
10
comment 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?
Apr
10
awarded  Commentator
Apr
10
comment 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.
Apr
9
comment How do I properly use multithreading with Nvidia PhysX?
@RoyT. I can't seem to open the page you linked to :(
Apr
7
comment 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