| 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
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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 =-) |
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Apr 22 |
accepted | Comparing two tree structures |
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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 =-) |
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Apr 22 |
revised |
Comparing two tree structures deleted 4 characters in body |
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Apr 22 |
comment |
Comparing two tree structures Yep thats what i need. Would have never figured out what that was called. Thanks =-) |
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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! |
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Apr 22 |
asked | Comparing two tree structures |
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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? |
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Mar 28 |
revised |
Lerp an object based on timers more detail |
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Mar 28 |
answered | Lerp an object based on timers |
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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 |
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Mar 26 |
awarded | Custodian |
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Mar 26 |
reviewed | Approve suggested edit on Enhancing ambient occlusion via vert colors on vertex lit scene |
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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 =-) |
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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 =-) |
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Mar 25 |
asked | Enhancing ambient occlusion via vert colors on vertex lit scene |
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Feb 19 |
awarded | Yearling |
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Feb 5 |
reviewed | Excellent Wall avoidance steering |
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Feb 5 |
awarded | Custodian |
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Feb 5 |
reviewed | Excellent Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs |