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 Yearling
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Aug
8
comment Dynamic objects in voxel engine
@Russoul I know that Space Engineers does this really well. It's a voxel based space simulation where asteroids and space ships can move freely including collisions and destruction. They're actively posting progress videos. Maybe they describe how they do this somewhere.
Aug
3
comment Dynamic objects in voxel engine
Yes, per definition, voxels (of the same grid) are distributed uniformly. I mean you could add a shifting value to each voxel and consider that when rendering. Then when this value becomes larger than 1 in one dimension you would connect the leaf to another node. But then you would lose desirable properties of an octree.
Aug
2
comment Dynamic objects in voxel engine
-1 This answer is not very helpful, it just recaps the question. What about moving terrain parts that are not connected to the ground?
Aug
2
comment Do higher-level 'Pure AI' concepts (such as Neural-Nets or Genetic Algos) ever get implemented successfully in commercial games?
The problem is more that to learn something useful, you need a large neural net which takes a lot of computation power. If you have a small net, it is cheap to train like you said, but has no chance to learn sophisticated behavior. Another problem I see is that you need a huge amount of training examples for ML, so you can't train during game play since it would take way too long for the enemies to become clever. On the other hand, reinforcement Q-learning looks like a good technique for that. A trick would only work once against this AI. I'm not sure whether games have used that though.
Aug
2
comment How to make smooth 2-d zooming in Processing
Do I misunderstand the question? It seems like using a float for the zooming factor rather than integer would solve the problem.
Jul
28
comment Tone mapping and eye adaptation - pale colors and darker image
Nice work, do you have a link to your project?
Jun
28
awarded  Yearling
Apr
7
revised How to efficiently render a large terrain mesh?
added 19 characters in body
Mar
18
answered How to texture voxel terrain without triplanar texturing?
Mar
18
comment How to construct the marching cubes tables algorithmically?
Sounds interesting. Have you gained access to the code?
Mar
17
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Mar
4
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Jan
2
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Dec
11
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Dec
3
comment Sound Synthesis from object collision in Virtual Reality Environment
The Harmonic Fluids algorithm from two guys at Pixar works pretty well in auto generating water sounds. It may be a starting point if you're looking for procedurally generating sounds from scratch. youtube.com/watch?v=l95tZCl7YlQ
Dec
3
comment Deferred Rendering With Diffuse,Specular, and Normal maps
Automatically generated water sounds from physics data of the particle system youtube.com/watch?v=l95tZCl7YlQ&feature=related.
Nov
30
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Nov
29
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Nov
21
revised Tools to generate convex collision geometry
added 110 characters in body
Oct
24
comment How do multi-platform games usually store save data?
@PixelPerfect3 I think that depends on the size of your savegames. Consider not only disk space but also read and write times. I'd use a binary format where the first n bytes are a header that doesn't change between versions. In the simplest form, that would just be the first byte saving the version.