Chewy Gumball
  • Member for 11 years, 4 months
  • Last seen more than 3 years ago
How can I properly access the components in my C++ Entity-Component-Systems?
Accepted answer
22 votes

If you are going to be storing the Components in a collection all together then you must use a common base class as the type stored in the collection, and thus you must cast to the correct type when ...

View answer
Can someone explain radiosity lighting to me?
9 votes

Indeed, that is all you need for radiosity. There are two different (but equal) formulations. The first is to "radiate" or shoot light from each patch (in your case probably a face), and the other is ...

View answer
How do I find rotation in 3D based on a vector/normal?
Accepted answer
9 votes

There are a few things to consider here. The first is that a face is not necessarily rotated just because its normal is not aligned with an axis. The second is that you can't obtain Euler angles (x,y,...

View answer
Observer Pattern Implementation
Accepted answer
7 votes

The first method is an implementation of the observer pattern, the second is not. The observed object (your input interface) should not need to know what the observing object (your game engine) will ...

View answer
Is C++ necessary to learn if I ever want to get a job in the game industry?
6 votes

You have a lot of time to learn yet, so I don't think you should be too worried about which language you use, but I will state some things that you might find helpfull: C++ is a language while XNA is ...

View answer
How to get the rotation matrix to transform between two 3d cartesian coordinate systems?
Accepted answer
6 votes

One easy way is to think of both coordinate systems as transforms from the unit vectors (1,0,0) (0,1,0) and (0,0,1). You start off in this coordinate space (I will call it '1')whose transform matrix ...

View answer
How can I incrementally generate an graph?
6 votes

You can't make an infinite graph. Your memory is finite, thus the numbers of vertices and edges are also finite. What you can do is make a finite graph then add more to it. You seem to have realized ...

View answer
Should I go to a University or Trade school to be a Game artist?
6 votes

If your aim is to become an artist (as opposed to a designer or programmer), I would say a full on fine art degree will be the most useful. The game specific skills, like 3d modeling or texture ...

View answer
What uses are there for multiple UV maps on a model?
Accepted answer
5 votes

One example is for light maps. Usually texture space is maximized by overlapping faces which have the same diffuse texture, like the six sides of a crate. With light mapping this would mean that all ...

View answer
Game Design Schools in Canada
5 votes

I wouldn't consider Game Design a science, much like I wouldn't consider Interior Design a science. Though interior design is certainly different from game design, I think it is an appropriate ...

View answer
How to think about 2D scaling/rotation transformations
Accepted answer
5 votes

For me, the easiest way to think about this is to remember that each coordinate space can be expressed in world coordinates by a vector from the world origin to the local origin which I just call the ...

View answer
Pathfinding with multiple random paths in a Tower Defense game
Accepted answer
4 votes

Instead of having all adjacent squares as possible next waypoints, only include squares that do not lead back to the beginning and randomly pick from those. If you did this, it would be impossible to ...

View answer
What is the state of the art of ray tracing on the GPU?
Accepted answer
2 votes

You can get more than passable real time rendering. The main problem is that a very high end machine is required. The Octane Renderer is a real time renderer aimed at stand alone rendering (think ...

View answer
Intersect of vector and triangle side
2 votes

All points on edge BC have the property that |u| + |v| = 1. Reducing the magnitude of the longer vector so that this property is true will get you your intersection point. In your picture this would ...

View answer
Gathering Stats from a StarCraft 2 game
2 votes

I believe you can write to files with the scripting available in SC2. The server interaction is done by a separate application.

View answer
Can't figure get the conversion from cartesian to spherical("polar") correctly for my orbiting camera
2 votes

By using acos you are limiting vRotation to the range [0,pi], and by using asin you are limiting hRotation to the range [-pi/2, pi/2]. In other words, you are only able to get half the period of the ...

View answer
What is the purpose of the canonical view volume?
2 votes

I believe this is because OpenGL can't make assumptions about how the image is to be displayed (aspect ratio or resolution, hardware details, etc). It renders and image into an intermediate form which ...

View answer
SFML: Generate a background image
1 votes

I had the exact same problem and this is how I solved it. I am not sure exactly what limit you are hitting. It could be that you are using only one sf::RenderTexture and are hitting the max texture ...

View answer
Ray Tracing concers: Efficient Data Structure and Photon Mapping
Accepted answer
1 votes

If your camera is always in the same position and orientation, using the view frustum and clipping the infinite planes to those dimensions would certainly be a viable idea. You would no longer have ...

View answer
Would someone please explain Octree Collisions to me?
Accepted answer
1 votes

If you know the maximum size of your world, I would make your root node that size. It keeps things simple with no resizing. Recalculating the tree each frame is much simpler than moving things ...

View answer
Trying to make a game with C++, using lists to store bullets and enemies, but they are not erased
1 votes

If it is an iterator for the std::list<Bullet*> bullets, calling bullets.erase(*it) should be invalid since *it is a Bullet* not an std::list<Bullet*>::iterator and erase requires an ...

View answer
Point line collision reaction
1 votes

The first part seems reasonable, and your solution also seems reasonable. The second part can be avoided by finding the closest line that intersects the path. You can't create a new collision if there ...

View answer
What are the usual tools for importing models and animations?
1 votes

Writing a loader for OBJ models shouldn't be too hard. Its one of the simpler model formats out there. You only have to use what you need and if you are making your own models you can tailor what is ...

View answer
opengl rotations for a human
0 votes

Have you tried doing the forearm transformation first? I think you may just have the transforms in the reverse order.

View answer
Choosing 3D modeling software Maya or 3D max?
0 votes

As said before, both packages will let you do what needs to be done. Neither is better off the shelf for someone starting out, but you may find one more intuitive than the other. I personally prefer ...

View answer
How to find two perpendicular lines given a single plane
0 votes

If any of your normals have 0 in them, then a perpendicular vector will have a non zero component in that direction. IE (0,1,1) will be perpendicular to (x,0,0) for all x!=0. Other than that you can ...

View answer