| bio | website | |
|---|---|---|
| location | Germany | |
| age | 41 | |
| visits | member for | 1 year, 9 months |
| seen | May 13 at 12:05 | |
| stats | profile views | 23 |
Software Engineer. Mostly Java atm.
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May 12 |
comment |
3D Sandbox game: Detecting when a block is no longer attached to the ground OK, that other question is basically the same thing. I'm not quite sure if the accepted solution fits my need, as in my case the world is infinite, but it still does make my question a duplicate. |
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May 11 |
revised |
3D Sandbox game: Detecting when a block is no longer attached to the ground Found "analogy" to the problem |
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May 11 |
asked | 3D Sandbox game: Detecting when a block is no longer attached to the ground |
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Sep 18 |
awarded | Nice Question |
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Sep 16 |
awarded | Yearling |
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Sep 16 |
accepted | How could you model “scent trails” in a game? |
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Sep 15 |
asked | How could you model “scent trails” in a game? |
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Jun 4 |
accepted | What are the possible options for AI path-finding etc when the world is “partitionned”? |
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Jun 4 |
comment |
What are the possible options for AI path-finding etc when the world is “partitionned”? Quite interesting generally, but I don't think I can apply it in my case. |
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Jun 4 |
comment |
What are the possible options for AI path-finding etc when the world is “partitionned”? Thank you. A very detailed answer. |
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Jun 4 |
comment |
What are the possible options for AI path-finding etc when the world is “partitionned”? @gardian06 Yes, also the diagonal. So 8 neighbors (or 26 if it was split in all 3 dimensions). The problem with variable chunk size is that it makes "addressing" a lot more complicated. I prefer to have them all the same logical size. If they have little or no content, then they just take up (much) less ram. |
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Jun 3 |
comment |
What are the possible options for AI path-finding etc when the world is “partitionned”? I want to use a square grid. All partitions are the same size (in virtual world space, not in amount of data), and not very big, to better distribute the load. They should be big enough that seeing one neighboring partition on all sides is enough for the AI perception. I probably won't be able to get away with fully hidden borders, but it should be seamless for the player up to the edge of it's perception, if not for the mobs. |
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Jun 3 |
asked | What are the possible options for AI path-finding etc when the world is “partitionned”? |
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Dec 24 |
comment |
Are there established conventions for naming “directions” (width,height) in 3D? @Martin Very interesting! Reading the introduction, I realized that for what I want to do, using voxels might be a realistic option (although that's not what the document is really about). |
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Dec 23 |
comment |
Are there established conventions for naming “directions” (width,height) in 3D? And a detailed discussion of UV mapping: teaching3d.com/resources/articles/uv_mapping_theory.pdf |
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Dec 23 |
comment |
Are there established conventions for naming “directions” (width,height) in 3D? A good tutorial on efficient packing if you want to do automated unwrapping: blackpawn.com/texts/lightmaps/default.html |
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Dec 23 |
awarded | Editor |
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Dec 23 |
revised |
Are there established conventions for naming “directions” (width,height) in 3D? Improved explanation of what I really want to know, because it was not clear. |
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Dec 23 |
comment |
Are there established conventions for naming “directions” (width,height) in 3D? Thanks! "0, 0 is the top left of the texture and 1, 1 is the bottom right of the texture" answers half of my question. I thought of using integral coordinates matching the pixel position in the texture, but I now understand why (0,0)-(1,1) makes more sense; you can change the texture resolution without changing the UV mapping! Oh, and the image is very useful. |
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Dec 23 |
asked | Are there established conventions for naming “directions” (width,height) in 3D? |