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seen Apr 29 at 14:47

Jan
2
comment What would be a good filter to create 'magnetic deformers' from a depth map?
SamHocevar, this question was about fitting only - you have a mesh thats slightly smaller than the character it is meant to fit, so the mesh is adjusted accordingly. The depth field implementation was chosen for performance reasons, the deformers were chosen because of that approaches ability for feature preservation.
Jan
2
comment What would be a good filter to create 'magnetic deformers' from a depth map?
Gajoo, Imagine if the shape wrapped around the mesh, moving it in one direction would cause it to only further intersect the shape on the other side - though indeed that is what the deformers are doing, just little bits of the shape at a time.
Jan
2
revised What would be a good filter to create 'magnetic deformers' from a depth map?
added 1114 characters in body
Dec
30
answered How can I use multiple meshes per entity without breaking one component of a single type per entity?
Dec
25
awarded  Popular Question
Nov
12
awarded  Nice Answer
Oct
15
accepted Explicit resource loading in Ogre (Mogre)
Oct
15
comment Explicit resource loading in Ogre (Mogre)
Nice find! Thanks :)
Oct
15
accepted What is a simple deformer in which vertices deform linearly with control points?
Oct
15
comment What is a simple deformer in which vertices deform linearly with control points?
Great answer! This is how I ended up doing it, with the exception that the vertices of the tetrahedra moved independently (perhaps you meant the same, and I misunderstood the part about the translation of every vector by -v0) in my control mesh. I should also say for anyone interested, the weights are just the normalised distances of 'p' from v0 to v3 (i.e. the weight is the proportion of that relationship to the sum of the distances). The results are high quality and this method does everything I require esp. in my key area of feature preservation.
Sep
5
awarded  Nice Question
Aug
20
comment How does one escape the GPL?
@MSalters, See point 2.
Aug
20
comment How does one escape the GPL?
@TRiG, Evan - Right, Thank you both. I have corrected & clarified that section. (The GNU FAQ disagrees with your last point however Evan! gnu.org/licenses/…)
Aug
20
revised How does one escape the GPL?
added 51 characters in body
Aug
20
revised How does one escape the GPL?
added 14 characters in body
Aug
19
awarded  Nice Answer
Aug
19
revised How does one escape the GPL?
added 127 characters in body
Aug
19
answered How does one escape the GPL?
Jul
29
comment Low dexterity game development
In addition to the resources that should appear as answers, consider having a look at how isometric RTSs like the Command and Conquer series are implemented? The jump between 'isometric view' and 'isometric grid' in these games I feel would be very small. A grid with a sufficiently low resolution would be navigated almost as if it were part of the menu but very little in terms of gameplay would be lost.
Jul
16
comment How do I render .dae models?
+1. I have written a COLLADA importer before and my only advice on it is: don't. Even if all you ever want to import is COLLADA, get ASSIMP because their resultant DOM is simpler than that of a COLLADA scene, and they have post-processing optimisations built in. If you re-he-he-he-heally want to process the DAE yourself, skip the parsing stage and go straight for one of the classes produced by XSD.exe then at least you can use Intellisense to help navigate that maze!