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seen Aug 12 at 21:07

Mar
1
comment Modelling photo-realistic grass in realtime
Thank you for those demos, the results of both look excellent. I will be rereading the Instance Culling article a couple of times as this seems a very interesting implementation and I am not familiar with this pipeline stage.
Mar
1
comment Modelling photo-realistic grass in realtime
Thank you for the detailed explanation of instanced geometry and the sample; I will look forward to trying this. This looks the best method for 'modelled grasses' as I mean them here. It will be interesting to read up on geometry shaders and how they can be used with this.
Feb
28
accepted Modelling photo-realistic grass in realtime
Feb
28
comment Modelling photo-realistic grass in realtime
Thanks for the link! Though I am familiar with vertex shaders ;) what I meant in the question was to keep discussion to modelling (i.e. design time based) solutions as opposed to a shader based solution which I would have asked about in a seperate question, though it seems from the answers the consensus is very clear :D. Do you have a link to an example of a pure shader solution as it would be interesting to compare it with the instanced geometry solution?
Feb
28
asked Modelling photo-realistic grass in realtime
Feb
21
comment Seperation of drawing and logic in games
@tenpn. That article and document linked within are very interesting, thank you!
Feb
20
comment Resources on expected behaviour when manipulating 3D objects with the mouse
Thank you. I've removed some of the code that tried to guess the orientation, and instead take the magnitude based on the mouse deltas like Max does and its more stable now. When I figure out how to clamp the gizmo so it aligns perfectly with the bone constraints axis' that will be the key...
Feb
20
comment Resources on expected behaviour when manipulating 3D objects with the mouse
I've been examining Max this evening trying to pick up what all the little behaviours are I like about it. The local rotation matches quite closely what I've got so i'm going to have another go with my code and see if I can emulate it.
Feb
20
comment Resources on expected behaviour when manipulating 3D objects with the mouse
I really like Max system aswell, it feels very 'robust'. In my app I go for something similar; as the bone rotation is based on the complete gizmo rotation the user can rotate around any arbitrary axis they like, and change this by rotating the gizmo independantly of the bone. The problem with this is that the gizmo moving as one has undesired effects when trying to constrain on one axis (euler angle). The next feature is adding the ability to work with an axis independantly.
Feb
20
asked Resources on expected behaviour when manipulating 3D objects with the mouse
Feb
19
comment Interpolating Matrices
Thank you very much for that description, its a very interesting problem/quirk, thats much clearer seen like that. In my application, what I've done is use XNAs methods to decompose the matrix to Scale, Rotation (as a quat.) and Translation components. Each type has its own Lerp method which I use to interpolate between them and reconstruct the transform for the bone. Not the most efficient way but it works well, I also don't need to normalize the matrix as a matrix (I never could get that code to work!)
Feb
18
awarded  Commentator
Feb
18
comment Seperation of drawing and logic in games
@tenpn, your comment seems to suggest that you don't think this is good practice, I wondered if you could explain further? I've always thought it was the most suitable arrangement due to those methods containing code that is likely very specific to each type; but I have little experience myself so I would be interested to hear your thoughts.
Feb
18
comment Starting from Scratch - Is it a Mistake if I re-invent the wheel?
+1. Just because an API or third party library can abstract away all the implementation details doesn't mean you don't need to know them. Using 'off-the-shelf wheels' will help you write finished code faster; but making your own wheel will help you identify which premade ones are the best, and most importantly how to optimize and debug them when the spokes start popping out...
Feb
18
accepted Interpolating Matrices
Feb
18
comment Interpolating Matrices
@ChrisE, @JasonD, Thank you for your replies, and for that FAQ (i've needed something like that for a while!) I'll update my code to decompose the matrices and interpolate the components.
Feb
18
asked Interpolating Matrices
Feb
16
comment What does the term 'photorealistic' really mean?
@Dave, thanks, I find those renders amazing; I also wonder how long a 60 hr render in Max 6 would take to do nowdays in Max 2011?
Feb
15
comment Public Relations for Game Developers
I am basing this off nothing at all but I doubt spending money on a dedicated PR person as a startup would be a good idea. Perhaps a good starting point would be to look at the way indies such as Tale of Tales, Beyond the Pillars and Frictional Games handle PR and see what you can learn from them.
Feb
14
comment The practical cost of swapping effects
Agreed! Thank you for explaining and the suggestions, what I read makes alot more sense now. Thanks also for the NVidia presentation, im just reading it now and its very helpful.