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Jan
2
awarded  Nice Question
Dec
29
accepted Smooth Voxel Terrain
Dec
29
comment Smooth Voxel Terrain
That cleared things up! Thanks.
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?
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?
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?
Dec
27
comment Smooth Voxel Terrain
Amazingly detailed! Thank you.
Dec
27
awarded  Editor
Dec
27
revised Smooth Voxel Terrain
updated image
Dec
27
asked Smooth Voxel Terrain
Nov
24
awarded  Scholar
Nov
24
awarded  Supporter
Nov
24
accepted Scaling Sound Effects and Physics with Framerate
Nov
24
comment Scaling Sound Effects and Physics with Framerate
It worked! Thanks
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.
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.
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.
Nov
23
awarded  Student
Nov
23
asked Scaling Sound Effects and Physics with Framerate