244 reputation
16
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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.


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.
May
11
revised 3D Sandbox game: Detecting when a block is no longer attached to the ground
Found "analogy" to the problem
May
11
asked 3D Sandbox game: Detecting when a block is no longer attached to the ground
Sep
18
awarded  Nice Question
Sep
16
awarded  Yearling
Sep
16
accepted How could you model “scent trails” in a game?
Sep
15
asked How could you model “scent trails” in a game?
Jun
4
accepted What are the possible options for AI path-finding etc when the world is “partitionned”?
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.
Jun
4
comment What are the possible options for AI path-finding etc when the world is “partitionned”?
Thank you. A very detailed answer.
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.
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.
Jun
3
asked What are the possible options for AI path-finding etc when the world is “partitionned”?
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).
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
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
Dec
23
awarded  Editor
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.
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.
Dec
23
asked Are there established conventions for naming “directions” (width,height) in 3D?