| bio | website | lennardf1989.com |
|---|---|---|
| location | Netherlands | |
| age | 23 | |
| visits | member for | 1 year, 2 months |
| seen | 10 hours ago | |
| stats | profile views | 11 |
I have been a programmer since my early teens in multiple languages ranging from web- to computer-languages.
Currently:
- have a Bachelor degree in Computer Science
- working freelance for Uber Entertainment
- working on the indie game Project Stealth
- working on some private projects
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May 16 |
comment |
Skeletal Animation in DirectX I guess OpenGL would be fine too, if you have those. |
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May 16 |
comment |
Skeletal Animation in DirectX Ok, I won't pursue that than, would you happen to know some good resources on GPU-based then? I found some, but I'm curious if you have some as well. |
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May 16 |
comment |
Skeletal Animation in DirectX So basically, with CPU-based, you have a single Dynamic VBO which you update every time the animation changes? |
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May 16 |
asked | Skeletal Animation in DirectX |
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May 3 |
accepted | Are there alternatives to Vertex Tweening? |
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May 3 |
comment |
Are there alternatives to Vertex Tweening? Much appreciated, thanks! That should keep me busy for a while :) |
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May 3 |
comment |
Are there alternatives to Vertex Tweening? I mean, the general outline for Vertex Tweening is clear to me: Have a vertexbuffer for each frame of an animation, SetStreamSource for two frames you wish to blend between, give it a tween value and done. I was wondering if you could explain briefly how it works in case of Skeletal Animation. |
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May 3 |
comment |
Are there alternatives to Vertex Tweening? My models are skeletal meshes, I have all the information I need to move bones (and I can already, by setting the particular frame I want to render). Could you expand your answer with a rough outline on how Skeletal Animation is implemented in a project? How does HLSL tie into this, etc. |
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May 3 |
revised |
Are there alternatives to Vertex Tweening? Grammar |
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May 3 |
asked | Are there alternatives to Vertex Tweening? |
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May 2 |
accepted | Weird rendering issue when applying lightmap through HLSL |
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May 1 |
revised |
Detect when two keys are pressed at the same time Code formatting |
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May 1 |
awarded | Teacher |
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May 1 |
comment |
Detect when two keys are pressed at the same time Don't forget to accept an answer in case it helped you, or to ask for more information through comments. |
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May 1 |
comment |
Detect when two keys are pressed at the same time I answered your question in my answer below, look for the EDIT. |
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May 1 |
revised |
Detect when two keys are pressed at the same time Added answer |
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May 1 |
suggested | suggested edit on Detect when two keys are pressed at the same time |
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May 1 |
answered | Detect when two keys are pressed at the same time |
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May 1 |
comment |
Detect when two keys are pressed at the same time If, for testing purporses, you change that line to: if (Keyboard.GetState().IsKeyDown(Keys.D) && Keyboard.GetState().IsKeyDown(Keys.W)) { animazioneDestra(gameTime); velocita.X = 3.5f; }, does it still work when you press both W and D? |
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May 1 |
awarded | Custodian |