2,784 reputation
11033
bio website goliathdesigns.com
location California
age 29
visits member for 4 years, 3 months
seen 4 hours ago

Career: Software Engineer - because coding at home and work is double XP. - Views are my own

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StackOverflow


Sep
30
awarded  Explainer
Jul
22
awarded  Yearling
Jul
2
awarded  Curious
Jun
17
awarded  Popular Question
Apr
2
reviewed Approve suggested edit on Why don't all games permit changing the field of view?
Nov
24
awarded  Good Answer
Jul
22
awarded  Yearling
Jun
26
awarded  Good Answer
Jun
21
comment How to texture voxel terrain without triplanar texturing?
There are a set number of marching cube cases where UV coordinates could be generated correctly for each case. This would fix your chunk reset issue. This relies heavily on texture reuse though, so if you're trying to have unique texturing throughout, it would be a problem.
Jun
20
comment How to texture voxel terrain without triplanar texturing?
You could paint each different marching cube variation and offset the UV's to select different parts of the texture based on world coordinates.
Jun
20
comment How to texture voxel terrain without triplanar texturing?
Marching Cube terrains don't require triplanar mapping, but there are stretching artifacts if you use a single planar texture mapping. Are you trying to paint the mesh like an unwrapped model typically is?
Jun
12
comment How is good is Java as a language for browser based mmo games?
This is a poor question in general because it references the browser and server side technologies. Java can run on the client and server while PHP can only run on the server. No comparison can be made between a technology like PHP talking about client side browsers, because PHP cannot run in the browser.
Jun
12
comment How is good is Java as a language for browser based mmo games?
You should choose the right tool for the right problem. There are trade-offs that are made because of the language choice. Comparing languages based on turing completeness is only relevant if you don't care about space and time complexities.
Jun
11
answered Rotating each quad in a batch separately?
Jun
11
answered How can I use triangle picking to determine location of a triangle in world space coordinates?
Jun
11
comment How can I use triangle picking to determine location of a triangle in world space coordinates?
Don't forget you are casting a ray off the near plane of the camera, not off the camera's origin and normal. The placement on the near plane is based on the screen space coordinates of the mouse, etc.
Jun
11
comment Havok physics with a wide range of object scales
Since Havok is tweaked to perform best around human scale, I had to scale the world up and slow the characters max velocity. It really didn't help the simulation to allow the character to pick up/move/toss items, especially at large sizes. Some very weird quirks with Havok were at very small scales, Havok would essentially consider objects inactive, even though they had small velocities on them.
Jun
11
comment Havok physics with a wide range of object scales
Random follow up. So I implemented the physics systems I talked about with Havok in a game call Tales from the Minus Lab(theminuslab.com/media). There were definite issues with Havok and allowing grow/shrinking of the player character as well. It was a constant pain to have the physics simulation remain stable with large objects interacting with small objects. Decreasing the time steps of the simulation helped a lot as well as playing around with different Havok solvers.
Jun
11
awarded  Caucus
Jun
11
comment AI for a mixed Turn Based + Real Time battle system - Something “Gambit like” the right approach?
What goal the AI has can be set in my different ways. The key idea is to separate the Goal from the Execution. A planner uses a list of actions to determine how it will go about doing something. This lets your AI be flexible or "emergent" while letting the programmer or designer focus on small actions that are independent.