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visits member for 3 years, 5 months
seen Apr 19 at 0:15

Aug
6
comment Skyboxes using glsl Version 330
It might be a culling issue. Have you tried disabling backface culling to try and see if you get the full box?
Aug
2
comment .md5mesh normals are not smooth
@Soapy There's an issue with your rendering, the wireframe shouldn't look like that.
Aug
1
comment .md5mesh normals are not smooth
@Soapy Where are your files coming from? For example, in Blender, you have to explicitly set your normals to smoothed before exporting.
Aug
1
comment .md5mesh normals are not smooth
@Soapy That code should be correct so I can only assume your vertices aren't shared properly. Are you sure you only store 1 vertex, shared among 3 faces?
Aug
1
comment .md5mesh normals are not smooth
I wrote an answer without seeing "After the loop I normalise each vertex normal to find the average normal." so I deleted it, but my guess would be that this is where it goes wrong. Care to post that code?
Jul
29
comment Learning Web Development and Game Development at the same time?
@LogicaLInsanity Well it's not a bad question at all, just not that great a fit for the format of this particular site. I'm glad I could help and I have to say that your capacity for introspection is a rare and important characteristic of a great developper. Keep it up!
Jul
29
comment How does CryEngine track downloads of games using their engine?
@Derfder The legal comments aren't about consequences, they're actually answering your question; read them again. CryTek requires by contract that you tell them how many games you sold. If you don't, lie or they have any other reason to believe you lied to them, they'll take you to court and the court will make you prove how many copies you sold with official paperwork which you better have available. That's how they do it. They trust you, then use the legal system to force you to reveal sales number if you attempt to defraud them.
Jul
26
comment Approach to AI in Entity Systems
@bobby You can find entire books dedicated to pathfinding so sadly, no I can't explain :-/ Looking up A* would be a good start.
Jul
26
comment Approach to AI in Entity Systems
@bobby Maybe, but the calculated path can take into account the paths computed for other units. You can also recompute paths regularly or do so when you detect an eventual collision. At this point it's really dependant on your particular engine and game.
Jul
26
comment Approach to AI in Entity Systems
@bobby That shouldn't happen because your pathfinding should handle it and return a path that doesn't produce collisions. If it does happen for some reason, compute a different path for the entity that found a colliding path.
Jul
26
comment Approach to AI in Entity Systems
@bobby I can't really answer in much detail regarding your second concern without seeing your code but I'll do my best to describe the general idea. Your AI system should perform all calculations required to initiate an action then do so. For example, evaluate the entity's state and environment, decide where it wants to move and initiate the move action (maybe putting a movement command in the command queue). For attacking, it could be selecting a target and going into "attack mode". Your system responsible for actually computing combat takes care of the rest.
Jul
26
comment Approach to AI in Entity Systems
@bobby There are several ways to handle your first concern. A lot of games will just ignore it (for example, the last bullet from one of the characters will be in the air when the unit dies). Think about it, would a soldier stop firing at an enemy assuming his buddy will kill him first? Your agent will move on the next frame anyways and frames are really short so the delay is acceptable in 99% of cases.
Jul
26
comment Wall penetration
Actually, +1 for the dead simple yet effective answer. The pro art was just the cherry on top of the sundae.
Jul
23
comment Calculating distance by force
@Creator That would probably have been a good thing to add to your question considering it changes everything. I have no idea how Unity simulates physics under the hood, there might be functions in there to achieve what you want and depending on the precision you need it might be very impractical to predict this. Your question then becomes "How can I predict body movements in Unity's Physx?" which is a whole different thing.
Jul
22
comment Are frequent game updates a solution for preventing multiplayer cheating?
"Never trust the client" en.wikipedia.org/wiki/Defensive_programming#Other_techniques
Jul
22
comment Should I use text files for my save data?
@Althezel It's a pleasure and good luck making your game!
Jul
22
comment Should I use text files for my save data?
@Althezel As for the databases, think of it as a sort of engine to which you pass requests to read or write data. That engine is responsible for saving/reading it in an efficient manner, usually in relational form in tables. In your use case, I'd take a look at SQLite (sqlite.org). Basically you'd use a C++ library to connect to a local SQLite database (SQLite uses local files) and pass that library calls in SQL syntax to access your data.
Jul
22
comment Should I use text files for my save data?
@Althezel The thing is, regardless of how you save your data, someone determined enough to modify it will be able to. In that sense, it's usually a waste of your precious development time to try and put protections in place :)
Jul
19
comment Advices on Linking Between Entity Component System in C++
@deniz Make sure you actually profile your code early and often to identify what works and doesn't for your particular engin :)
Jul
19
comment Advices on Linking Between Entity Component System in C++
@deniz It all depends on your design. If your components don't have any methods but only data, the system can still iterate over them and perform the necessary actions. As for linking back to entities, yes you could store a pointer to the owner entity in the component itself or have your system maintain a map between component handles and entities. Typically though, you want your components to be as self-contained as possible. A component that doesn't know at all about it's parent entity is ideal. If you need communication in that direction, prefer events and the like.