484 reputation
511
bio website tunnuz.net
location Italy
age 29
visits member for 4 years, 2 months
seen Jun 4 at 6:29

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Sep
26
comment Easy to use cross-platform 3D engines for C++ game development?
Ogre is a good piece of software, and very well documented.
Sep
16
comment What are the technologies that makes physics engines so good for raycasting?
So which technologies do they use?
Sep
15
comment Why do we use physics engines for collision testing or raycasting?
I mean, the representation could be a BSP, which is also useful in Ogre for back-to-front polygon sorting in order to do polygon-precise transparencies.
Sep
15
comment Why do we use physics engines for collision testing or raycasting?
That doesn't answer my question. Raycasting is a geometric technique, why it is implemented in Bullet, but not in Ogre? Why should I load Bullet to do raycasting on an Ogre scene? I guess this has to do with how the scene is represented in Bullet, so why this representation is not implemented directly in Ogre?
Aug
17
comment How do I calculate the angle of the slope at a point on a 2D bitmap terrain?
You should find two points which are near enough to give a good approximation. This can be done by sampling points around your collision point.
Aug
12
comment Do Octrees, Kd-Trees, BSP only make sense for static geometry?
Great answer, I expected something like this. Do you usually use different data structures for dynamic and static geometry? Is there any ad-hoc procedure to make the two structures "meet" when doing collision detection between static and dynamic objects?
Aug
10
comment What's a good data structure solution for a scene manager in XNA?
Have you got any reference on how to create a Kd-tree from a set of models positioned in a 3D space? I should use the models bounding boxes?
Aug
10
comment What's a good data structure solution for a scene manager in XNA?
What do you think is better/easier to implement between Kd-trees and Octrees?
Aug
10
comment What's a good data structure solution for a scene manager in XNA?
I have read that even Depth Peeling techniques to handle per-fragment sorting often obtain good results. Do you think that this is feasible on a small game engine? Do AAA games use these techniques?