| bio | website | thewebsiteabout.me |
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| location | ||
| age | ||
| visits | member for | 5 months |
| seen | Mar 31 at 3:49 | |
| stats | profile views | 15 |
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Jan 2 |
awarded | Nice Question |
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Dec 29 |
accepted | Smooth Voxel Terrain |
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Dec 29 |
comment |
Smooth Voxel Terrain That cleared things up! Thanks. |
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Dec 29 |
comment |
Smooth Voxel Terrain Are you saying that I should just store the height values for the corners and not store height values of the "intermediate" points? |
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Dec 28 |
comment |
Smooth Voxel Terrain Thanks for the reply! I tried doing exactly that, but I got some unfavorable results. At first, I tried simply rounding the height values at the edges (when x is 0 or 4, or z is 0 or 4), but that got me: i.imgur.com/eQW7Y.png (pastebin.com/Lr8vyyHB) Next, I tried smoothing out the points in the middle, so I added a "fix heights function": pastebin.com/AazQ07Xm That, however, also gave me a more angular, but also bad result: i.imgur.com/q1JVP.png Perhaps something is wrong with my noise function? |
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Dec 28 |
comment |
Smooth Voxel Terrain I just tried implementing this, and I ran into some confusion - what do you mean by "interstices?" Do you mean the integral grid coordinates? |
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Dec 27 |
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Smooth Voxel Terrain Amazingly detailed! Thank you. |
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Dec 27 |
awarded | Editor |
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Dec 27 |
revised |
Smooth Voxel Terrain updated image |
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Dec 27 |
asked | Smooth Voxel Terrain |
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Nov 24 |
awarded | Scholar |
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Nov 24 |
awarded | Supporter |
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Nov 24 |
accepted | Scaling Sound Effects and Physics with Framerate |
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Nov 24 |
comment |
Scaling Sound Effects and Physics with Framerate It worked! Thanks |
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Nov 23 |
comment |
Scaling Sound Effects and Physics with Framerate I want to be able to support any framerate. Am I correct in understanding that you want my physics loop to update with the timestep, but have the render method draw at whatever FPS? That would defeat the purpose of running the game at a higher FPS though. |
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Nov 23 |
comment |
Scaling Sound Effects and Physics with Framerate If I use Math.Max, my velocity ends up getting capped, which doesn't really solve any issues. It also makes the movement not a parabola anymore, making the transition jarring. |
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Nov 23 |
comment |
Scaling Sound Effects and Physics with Framerate That only partially solved the issue -- the jump is much closer to the jump at 60 FPS now, but at 120 FPS, the player is able to jump ~2x the height that a player at 60 FPS can jump. As for sound, I'm using XNA with XACT, and so the sound is played asynchronously by the framework. I'm simply telling the framework to play a sound effect each time a bullet is fired. |
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Nov 23 |
awarded | Student |
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Nov 23 |
asked | Scaling Sound Effects and Physics with Framerate |