General Category > General Anim8or Forum
WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
cooldude234:
--- Quote from: Thanos on October 31, 2012, 11:28:38 am ---Just crossed my mind, what method was used so for making vsync? Was it WaitForVerticalBlank or something like that?
--- End quote ---
A function that's built into a library I am using, but before I wasn't calling it so my hardware just chose to use it automatically.
Wyldewillows87:
Hey Im new to the forum and I just recently acquired the version of cre8or that you all talked about...but i have windows 7 and it doesnt want to even boot up...is there a way i can get past this?
cooldude234:
Yes, you can try compatibility mode, but if that doesn't work (and you have the proper .net framework) there's pretty much nothing you can do about it which sucks... a lot.
cooldude234:
Another small update, no pics this time around.
I came up with a method for a cross platform high resolution timer.
I created a method of using the existing C++ clock by using some simple math. I can get how long it took to render a frame straight down to the nanoseconds (1 billionth of a second), and even beyond to things like a picosecond (one trillionth of a second).
As long as the computer can handle the number of digits in a variable required (which is a lot, and always expanding) it will work.
Getting the time it takes to render a frame is important if you want a non limited frame rate, and steady speeds.
What I mean is, the faster the computer runs the faster the game would run. So if you didn't cap your frame rate, your character (if you had one) would run faster than it would on a slow computer. But in this scenario I can take the time it takes to render a frame, and use that to slow down the values of things in the engine. So if your game ran at 12324 frames a second, your character would run the same speed in 3d space, as it would as if your game was running at 234 frames a second.
Okay I'm going to stop typing now, and shut up with the technical stuff. I'm just overly tired, excited that I got it to work, and I still have a stupid cold (but its much better now :D ).
cooldude234:
It's been a heck of a long time since I've posted but I am really stuck with some math.
Now I have got bullet physics implemented into the engine, but bullet only allows triangle meshes (meshes made up of triangles) to be static; meaning they don't move in the world, rotate or anything, only objects get effected by it, and it doesn't get effected by other forces.
Bullet will allow dynamic (moving objects that get effected by forces) triangle meshes, but only if they are approximated, in other words if the vertices are averaged out and such. This is good for simulated game physics like objects falling and such, but this IS NOT good for ray collision and ray tracing for use in lighting, it is not accurate enough.
Now I've made a ray caster but I cant get ray collision to work in my own code (I can find a point on a plane that is the intersection between two points (a ray), but I cant find if it lies inside a triangle).
I would love if Steve gave some insight on the math he did to calculate ray collision in anim8or, but I know he'd never answer to someone on these forums ):
So I shall ask YOU, yes YOU, the READER of THIS post, is there any alternatives? Any suggestions?
Bullet is &#^*$&# me off and so is physic calculations, and I don't mean to be rude about it but I am not in happy mood with this situation.
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