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visits member for 3 years, 9 months
seen Aug 12 at 21:07

Jun
30
comment Can I use p/invoke in libraries loaded as assets in Unity Free?
@Fabien, I definitely would to see if it worked - actually from what I have read I am pretty sure it would work - but theme of the question was meant to be more... is it going to work in 2 years time when Unity XYZ is released. :)
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.
Oct
15
comment Explicit resource loading in Ogre (Mogre)
Nice find! Thanks :)
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.
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/…)
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!
Jun
25
comment How can I view an R32G32B32 texture?
I may be being a little dense but why can you not get the contents of the texture (by mapping it, or copying to staging resource), then bit-bang the raw content into a block of memory, process the pixels from R32R32R32 into U8U8U8 then just use that block as the source for a bitmap then view and save this?
Jun
21
comment I can't figure out how to animate my loaded model with Assimp
@AlexanderGessler, Thanks! Not at all, go ahead - I'm glad after writing all that it is of use :)
Jun
5
comment What calls trigger a new batch?
There is some excellent information here, thank you very much.
Jun
5
comment What calls trigger a new batch?
Thank you, this is very helpful!
Jun
4
comment What calls trigger a new batch?
@Nock - I had in my mind a constant buffer since that is most likely to require change in content between objects.
May
23
comment Could someone explain why my world reconstructed from depth position is incorrect?
@yuumei; I believe so as they are written by the pipeline which includes the perspective divide. My implementation was in OpenCL but there should be no need to use an interim buffer, you just need to pass in the camera properties which were used to generate the picture plane your depth values are in.
Apr
22
comment What is a simple deformer in which vertices deform linearly with control points?
This has the best results of anything I have tried so far, but this is without a proper 'physics mesh' (its just the main mesh with me culling everything with the wrong normal). Experimentation will tell how much milage this will have when I figure out how to generate the physical mesh... (At least this application of it should be an interesting write-up if I ever get it to work! ;))
Apr
22
comment What is a simple deformer in which vertices deform linearly with control points?
@teodron, Thanks for that link! (to anyone else, remove the ] at the end of the url to read it) Those results are a lot more impressive than previous papers' use of vector fields. I am understanding more and more just what the scope of this subject is as I research it for my problem. At the moment I calculate the inverse of the proportion of each distance, to the sum of the distances of the control points to the vertex, then normalise the results to get the weights.
Apr
21
comment What is the most effective way to create a set of collision points for an aribitrary mesh?
@Byte56, Hi, I have tried to find another version but that FTP site seems to be the only place. Google has a document viewer, maybe it will be easier to read it via that?: docs.google.com/viewer?a=v&q=cache:lK7DaJV_ogEJ:ftp://…
Apr
3
comment What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?
Thank you, that is just what I needed. I have created an R24G8_Typeless buffer with a D24_UNorm_S8_UInt DepthStencilView and a R24_UNorm_X8_Typeless staging resource. I was not aware of DirectCompute but it looks like something I definitely want to know, thanks!
Mar
30
comment Can I get enough experience to get an industry job just by reading books?
+1 for "they're quite awful places to work at if you want to make games"; just my opinion but I think it would be far more interesting working in an indie team where you get a greater variation in the tasks you will do, than be a little cog in a giant team. I would imagine that saying "I designed the Normandy for Mass Effect" would be pretty awesome, but the more realistic quote would be "I textured that little screen you see in locations XYZ and ABC..."