| bio | website | |
|---|---|---|
| location | Sweden | |
| age | ||
| visits | member for | 6 months |
| seen | 16 hours ago | |
| stats | profile views | 11 |
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Jan 5 |
answered | XNA (BEPU) Physics Performance |
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Jan 5 |
asked | XNA (BEPU) Physics Performance |
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Jan 3 |
accepted | XNA Deferred + Forward, Depth Problem? |
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Dec 22 |
revised |
AI remembering obstacles without a grid deleted 3 characters in body |
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Dec 22 |
answered | XNA Deferred + Forward, Depth Problem? |
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Dec 22 |
revised |
XNA Deferred + Forward, Depth Problem? deleted 784 characters in body |
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Dec 22 |
revised |
XNA Deferred + Forward, Depth Problem? deleted 723 characters in body |
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Dec 22 |
comment |
AI remembering obstacles without a grid Well octree or quadtree is just a way to take your world and split it up in zones. Octree have a zone structure like this: cedricthieulot.net/images/douar/octree.png and a quadtree have a structure like this: cs.sandia.gov/~kddevin/LB/figs/quadtree.gif. So a quadtree would fit your needs! Use rectangles to check if object rectangles are contained within the a zone and add that object to a zone objectlist. There's some more rules to take into acount. But Im sure there's some great tutorials out there |
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Dec 22 |
revised |
XNA Deferred + Forward, Depth Problem? added 299 characters in body |
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Dec 22 |
answered | AI remembering obstacles without a grid |
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Dec 22 |
asked | XNA Deferred + Forward, Depth Problem? |
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Nov 24 |
awarded | Editor |
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Nov 16 |
awarded | Supporter |
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Nov 16 |
accepted | XNA Shader Texture Memory |
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Nov 14 |
asked | XNA Shader Texture Memory |
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Nov 11 |
awarded | Scholar |
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Nov 11 |
accepted | XNA Deferred Shading, Replace BasicEffect |
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Nov 7 |
awarded | Teacher |
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Nov 7 |
answered | XNA Deferred Shading, Replace BasicEffect |
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Nov 7 |
awarded | Student |