| bio | website | byte56.com |
|---|---|---|
| location | Oregon | |
| age | ||
| visits | member for | 2 years |
| seen | 2 hours ago | |
| stats | profile views | 2,750 |
I work full time at a big security software company, when I'm not doing that I'm developing my first game: Age of Goblins. I keep a development blog at www.byte56.com and you can follow me on twitter.
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Skeletal Animation in DirectX I don't have any resources off hand. It was a really big pain to implement for me: Implementing animation was like pulling my own teeth. I also wrote some about using Blender and OpenGL: The Blender connection and part 2 which is more about animation. |
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How to animate a destruction of a model? I didn't say multiple roots. You have one root, and multiple bones. You just move the bones independently of each other. Either making them all children of the root bone. Or making them "unconnected", I'm not sure what that entails with Maya, but you don't want them to utilize their parent rotations and translations, just their own and the root. |
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Skeletal Animation in DirectX Nope, sorry. I don't have any for DirectX. |
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Skeletal Animation in DirectX Yes. And you have to do it for every instance of a mesh. Where with GPU animation, you can have one instance of the mesh data and draw it in multiple poses, in multiple locations. With CPU animation, since you're modifying the vertex data before you send it to the GPU and not modifying it after, you have to send data for each instance (unless you want all your models to be performing the same animation at the same time). |
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Skeletal Animation in DirectX If you want to do the animations CPU side, you just perform the calculations as you would on the GPU (transforming vertices by their bone and parent bone matrices), then stuff it all in a vertex buffer and send it to the GPU to draw. You don't see many tutorials for it because it's very inefficient. Since you have to send the transformed vertex data for each model, every frame. I highly recommend you find a way to make the GPU based animations work. It's much cheaper to send the matrices every frame then it is to send all the transformed vertex data every frame. |
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reviewed | Approve suggested edit on Collision between the player , stairs, ramps etc |
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Collision between the player , stairs, ramps etc Sounds like you need to do a bit more research and narrow down what your requirements are, and what strategies you want to use. As it stands right now, this question is pretty broad. There are lots of ways to implement collision between objects. You need to narrow down the question to a specific problem. |
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reviewed | Reviewed What are some strategies for handling a zoomed out grid of sprites? |
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reviewed | Close GWT compile fails for project which is using Libgdx-html backend |
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reviewed | Leave Open Start timer in two clients the same time |
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reviewed | Leave Open How to draw a circle with WebGL using GL_POINTS |
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reviewed | Close How can I fix dark banding artifacts when I turn on SSAO? |
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reviewed | Leave Open pygame pyopengl resizing problem (under linux) |
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reviewed | Approve suggested edit on ogre tag wiki |
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reviewed | Approve suggested edit on Gravity independent of game updates per second |
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awarded | Good Answer |
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answered | How to animate a destruction of a model? |
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answered | How to draw a circle with WebGL using GL_POINTS |
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Artificial player evaluation As the creator of the game, don't you know when a player is good at it? |
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What are the best UI middleware solutions for iOS games? There's no universal "best". Which technology to use questions are not a good fit for the Q/A format of the site. They just generate a list of responses without any correct answer. See the FAQ about what types of questions to ask here (and what not to ask). |