813 reputation
113
bio website Enspired.us
location Illinois
age 30
visits member for 1 year, 3 months
seen yesterday
stats profile views 58

C++ Physics Simulation Software Developer (Previously .Net and PHP Business Software)

I also write games on my spare time. Currently working on a small project called "Midaera" http://www.facebook.com/Midaera


Apr
23
comment Comparing two tree structures
Yep it worked like a charm. Took a little bit of time to understand it but works perfect =-)
Apr
22
accepted Comparing two tree structures
Apr
22
comment Comparing two tree structures
Best way i can describe it is for comparing 'molecular' structures the user creates one molecule at a time. Example 1 would be a structure a user created and example 2 could be part of a list of predefined structures to help determine if the user created the correct structure. Root tree isomorphism is apparently what I was looking for =-)
Apr
22
revised Comparing two tree structures
deleted 4 characters in body
Apr
22
comment Comparing two tree structures
Yep thats what i need. Would have never figured out what that was called. Thanks =-)
Apr
22
comment Comparing two tree structures
Awesome, thats pretty much exactly what I am looking for! I'll have to give it a go. Thanks!
Apr
22
asked Comparing two tree structures
Mar
28
comment Lerp an object based on timers
This wasnt part of your question but i noticed your distCovered and was wondering if you were intending to use time as distance or did you want to get the actual distance in 3d space that the object has moved?
Mar
28
revised Lerp an object based on timers
more detail
Mar
28
answered Lerp an object based on timers
Mar
26
comment Enhancing ambient occlusion via vert colors on vertex lit scene
Ultimately i do plan on having an option for more advanced shading. But between vertex shading and pixel shading, vertex is more accessable to older graphics cards and I would think faster too. And the second image is the same as the first one but I manually colored the vertices just to use as an example. However, I'm not fully experienced with shaders and GPU performance, so its very possible I could be thinking about this the wrong way
Mar
26
awarded  Custodian
Mar
26
reviewed Approve suggested edit on Enhancing ambient occlusion via vert colors on vertex lit scene
Mar
26
comment Enhancing ambient occlusion via vert colors on vertex lit scene
Oooh yeah fantastic suggestion! It didn't occur to me to think about it like SSAO but vertex instead of pixel, or at least using some similar logic. The way you explained it makes a lot of sense too. I started flipping through the paper on that link and it goes into quite some detail. Some maybe a little over my head but your pseudo-code makes it quite a bit clearer. Will have to try this and see how it works =-)
Mar
26
comment Enhancing ambient occlusion via vert colors on vertex lit scene
Thanks for the compliment! And what i am trying to do is automatically do the vertex colors at runtime so that I dont have to do it in my modelling programs. I am big on trying to avoid shaders unless i need them. As some computers cant handle SSAO and doing the AO this way would allow them to see the detail shading without having a good computer. That and it would run faster on a mobile device =-)
Mar
25
asked Enhancing ambient occlusion via vert colors on vertex lit scene
Feb
19
awarded  Yearling
Feb
5
reviewed Excellent Wall avoidance steering
Feb
5
awarded  Custodian
Feb
5
reviewed Excellent Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs