NtscCobalt
  • Member for 10 years, 9 months
  • Last seen more than 1 year ago
How to extract euler angles from transformation matrix?
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10 votes

Normally I store all objects as 4x4 Matrices (you could do 3x3 but easier for me just to have 1 class) instead of translating back and forth between a 4x4 and 3 sets of vector3s (Translation, Rotation,...

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Writing a minimalistic server for vanilla WoW
10 votes

As a former developer for MaNGOS and project founder for ScriptDev2 I would say your objective is not realistic. The basics to make the game happy are actually pretty complex. If you tried to do ...

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Algorithm for Randomized Weather
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9 votes

What about splitting the the weather into more detailed parts? Precipitation - none/light/moderate/heavy Wind - none/light/moderate/heavy Type - rain/hail/snow You can still store this in a single ...

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How to fix odd artifacts at the edges of textures in DirectX 11?
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8 votes

I'm pretty certain this has to do with Texture addressing. If you could post the sampler state part of your shader then I'd could rule that out. Also is this a texture atlas (many used images stored ...

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How do you stop OgreBullet Capsule from falling over?
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7 votes

I actually just finished writing this for my capsule object yesterday. You just need to call btRigidBody::setAngularFactor(btVector3(Yaw, Pitch, Roll)); Calling it with all 0s will prevent your ...

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Export Maya Animation Data
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3 votes

I just wrote my own exporter to my own custom format by reading and messing around with stuff from Rob the Bloke's site. I haven't actually tested exported joints yet but according to my sources and ...

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Thread.SetProcessorAffinity() equivalent for Windows?
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3 votes

SetThreadAffinityMask That being said I'm confused by the second part of your question. Windows threads by default are set to run on all processors/cores. The thread affinity mask exists to allow ...

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Sharing VBO with multiple objects and fixed size buffer data
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3 votes

Don't create a new VBO for each SceneObject. Instead create a new VBO for each mesh and have multiple SceneObjects reference the same VBO if they are using the same mesh. If you are using shaders you ...

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What's a good way to handle game screen management in WPF?
2 votes

Honestly I hate the built-in page system in WPF. It is clearly designed for web-browsing. I recommend just creating a grid and dynamically adding/removing (or changing visibility) your elements (...

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Multi Threading In Update Loop
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2 votes

Yes this is a good idea in general though I would consider splitting the server side out and making a dedicated server. Secondly here is how you launch a Win32 thread and get it to call a function in ...

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What should be taken into consideration when choosing a math library for games?
2 votes

Since you mentioned noise generation and random numbers I'd like to answer with a slight different response: portability. Most math libraries are going to target specific systems such as little ...

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Creating Font Textures in Direct3d without D3DX
2 votes

Alright so after about 2 hours of coding and testing here are my findings and final solution to this problem that works perfectly for every TrueType font with any font thickness and any escapement (...

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D3DXCreateEffect Performance
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1 votes

What about just loading the DLL yourself using LoadLibrary and then calling FreeLibrary when you are done? From my understanding this will prevent the DLL from actually loading when anything else ...

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NoSQL (CouchDB) database design for MMORPGs
1 votes

It is certainly possible but I haven't seen any direct examples. A NoSQL database may be better for MMOs when we consider their scalability across multiple servers. SQL engines can do the same thing ...

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What are the fundamentals of a Quad Billboarding effect?
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1 votes

Here is a simple solution that doesn't require any changes in code to change an object from 3d to billboard. It is probably a hack and might not work in every situation. Set the constant 'WorldView' ...

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Advice on rendering a 2D scene
1 votes

For a modern 2d game I would really look at Aquaria. http://www.bit-blot.com/aquaria/ They have some pretty modern principles they apply to a fairly normal 2d engine. Their basic idea is just ...

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What is the practical use of IBOs / degenerate vertex in OpenGL?
0 votes

If I'm understanding your question correctly you are asking, then yes it is possible by recombining the data into a per vertex data and then eliminating reused vertices. You can definitely use Index ...

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Manage VBO/VAO in a graphic engine
0 votes

It depends on how large your buffers are going to be, their usage, and how you work with your shaders. If you have large static buffers then you should really be grouping them with your mesh and ...

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3D Studio Max biped restrictions?
0 votes

I'd recommend simply offsetting the bottom of your character within your engine. Use a locator node in side of the model and animate it to always be at the location of the character's feet then use ...

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How do I render everything in software using XNA/C#?
0 votes

Except for maybe debugging shaders why would you want to use software rendering? You can use the Reference Device but it is extremely slow. I don't normally work in XNA but a quick google found me ...

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OpenGL matrix vs DirectX matrix
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0 votes

You need to flip your matrices and all points or use a Right handed projection matrix for everything in your game. I wrote my own exporter and noticed the same problem but like Left handed so I just ...

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What games benefit strongly from using motion controls?
0 votes

Games that have real life counter parts benefit the most from motion controls. Sports for example but also racing games and shooters - though this one is more because the controls are were designed ...

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How to make a Realtime 3D Eulerian Fluid Simulation like "From Dust" in C#/Unity3D?
0 votes

How detailed of water are you looking for? Also what scale are we talking about? If you need realtime water I suggest a much simpler approach which I'm going to dub the Minecraft approach. Basically ...

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Hidden operations of the Direct3D pipeline
0 votes

Tessellation. It is a separate fixed function system that doesn't have a 1:1 with OpenGL and will result in different tessellation unlike shaders which can be ported fairly easily. http://msdn....

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Why isn't my mouse input working as expected in a DX10 game?
-1 votes

Edit: Hide/Show mouse using ShowCursor - http://msdn.microsoft.com/en-us/library/ms648396 Keep resetting the mouse position to the center of the screen if you are working in a relative movement mode ...

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