759 reputation
310
bio website
location Adelaide, Australia
age 36
visits member for 2 years, 11 months
seen Jan 21 at 0:08

Primary interests in python / games / foss Google, and crowd sourcing

Eternal misanthrope :D


Jan
21
comment Voxel (Marching Cubes) Terrain Creation / Terrain Editing
How are you setting your density? It looks like you're storing an int value, but your editTerrain function only adds volume, to dig, you'd need to remove volume. Making materials using marching cubes is non-trivial - generating the mesh starts requiring complicated blends, if you require more than 4 materials, you need to work out a material blending solution beyond RGBA filtering. As your marching cubes are offset from your scalar data, you may need 8 textures per cube.
Oct
31
answered Rendering a Voxelized Mesh
Sep
25
comment Creating Top-Down Race Track From A List Of 2D Points
If you're generating your textured road as a rectangle, then you're most of the way there. Your curve needs to be made up of trapezoid segments - the more you use, the smoother the curve effect will be.
Jun
30
revised Optimum Screen Resolutions
accidentally a word
Mar
12
answered Terrain & Multi-Texturing
Feb
6
awarded  Yearling
Jun
18
awarded  Caucus
Jun
18
awarded  Constituent
Feb
19
answered how to rotate enemy to face player?
Feb
6
awarded  Yearling
Jan
16
answered Cast ray to select block in voxel game
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);
Nov
4
accepted Turning to face mouse
Nov
3
asked Turning to face mouse
Oct
30
answered “Marching cubes” voxel terrain - triplanar texturing with depth?
Oct
18
answered MMORPG design for time-limited players
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.
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.
Oct
9
asked Finding cubes in frustum
Sep
20
comment PHP Browser Game Question - Pretty General Language Suitability and Approach Question
Can we see an example of the database?