| bio | website | cgsociety.org |
|---|---|---|
| location | Adelaide, Australia | |
| age | 35 | |
| visits | member for | 1 year, 3 months |
| seen | May 10 at 5:31 | |
| stats | profile views | 22 |
Sysadmin / Developer at http://www.cgsociety.org
Primary interests in python / games / foss Google, and crowd sourcing
Eternal misanthrope :D
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Feb 19 |
answered | how to rotate enemy to face player? |
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Feb 6 |
awarded | Yearling |
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Jan 16 |
answered | Cast ray to select block in voxel game |
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Nov 4 |
comment |
Turning to face mouse perfect! for those following at home, to match my exact problem, my mouse normal is set as mouse_position(z,1,x); |
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Nov 4 |
accepted | Turning to face mouse |
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Nov 3 |
asked | Turning to face mouse |
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Oct 30 |
answered | “Marching cubes” voxel terrain - triplanar texturing with depth? |
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Oct 18 |
answered | MMORPG design for time-limited players |
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Oct 11 |
comment |
Finding cubes in frustum No, I get what happens with AABBoxes - however the solutions are tailored to finding objects that exist in floating point space, and work along the lines of "Is this object in this space" - rather than the inverse "Find all objects in this space" I didn't propose to do the "which-side" at all, rather I was thinking something similar to en.wikipedia.org/wiki/Bresenham's_line_algorithm start with the near plane, generate a unit surface, and then move along until I hit the far plane. Intuitively to me it made more sense to work with unitcubes if I could. |
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Oct 10 |
comment |
Finding cubes in frustum My understanding is that a frustum was finite - a chopped pyramid. That is how I have a bounding box. Yes, it's a voxel terrain, I've chunked up the terrain into blocks (16^3) - and am looking for the best method to add blocks to the generation, and rendering queue. I can't conceptually grasp how you'd use octrees in infinite scenarios. |
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Oct 9 |
asked | Finding cubes in frustum |
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Sep 20 |
comment |
PHP Browser Game Question - Pretty General Language Suitability and Approach Question Can we see an example of the database? |
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Sep 12 |
comment |
What forms of non-interactive RPG battle systems exist? You load the game, enter your character name and minimize it. |
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Sep 11 |
answered | What forms of non-interactive RPG battle systems exist? |
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Sep 11 |
answered | C++ Database vs Reading Files |
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Aug 31 |
revised |
Creating a navmesh from a voxel terrain added 179 characters in body |
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Aug 31 |
comment |
Creating a navmesh from a voxel terrain This implementation does - but you could build a nav-mesh in a similar fashion - off the top of my head, the marching squares algorithm will do the work for you - see my edit. |
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Aug 29 |
answered | Creating a navmesh from a voxel terrain |
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Aug 3 |
comment |
Texturing voxel faces separately Do you have access to the UV's? Unless I'm misunderstanding this a texture-map and modified UV's will do this for you. |
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Jul 25 |
comment |
Is it possible to make a text based game and filter bad stuff? Challenge accepted, I can be just as filthy with words censored as without. In fact, probably more-so. |