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WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)

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cooldude234:
I'm always working on various things. A lot of it is structure, I'm working on an entity structure (an entity manager), and various things like that. Unfortunately a lot of things I need to work on like lighting all depend on collision, and accurate collision to what you are looking at. Because of this, Bullet physics, Havok physics, and even Nvidia's Phyxs is not suitable (they can only do triangle collision with static meshes).
Think of it as ray tracing. I'm pretty much trying to do ray tracing and need to detect when the ray hits the triangle (it's actually not ray tracing, but something that uses the same concepts).

Other things are being worked on such as,
texture manager,
audio effects (real time reverb and such),
an advanced lod system,
methods of volumetric rendering (besides iso surfaces/ polygons),
video playback as textures,
texture generation, like perlin noise (remember that cre8oristhe ;) I got it working)
I'm also learning about matrices and skeletal animations (I may get back to you on that cre8oristhe, well considering your on Skype as I type, yea :P).
And a bunch of smaller stuff that I cant remember (I have them written down somewhere).
EDIT: of course I forgot the scripting part (that's where the user shall have control over everything).

EDIT: Most of this stuff is working in the math, but just needs to be implemented or made faster.

Thanos:
Sorry for being idle, the semester has started and I had to cope with it.

cooldude234, can you please give me again an example input to test? i.e. 3 points of a triangle and 2 points of a line that you know they produce wrong results? Because I made many tests and it works so far flawlessly.

cooldude234:
what it does is when I move the camera (it has a wasd first person movement style and I'm using the cameras movement to form a ray to test collision so I can easily see the collision), it locks onto a plane of a polygon that I am no where nears for a split second. I know this isn't lag because I purposely debugged this to check that.
Also the edges of the polygons don't necessarily work, when I have two polygons 'attached' and I have the camera move against it and it falls between where the polygons are joined.

Now the speed of the applications runs a little slower but faster than what I was expecting, however this is because I am calculating collision to about 800 faces every frame, this could be easily fixed by instancing and quantizing the polygons into sections making a hierarchy of polygons closest to the ray (in other words calculating if a collision occurs only to polygons that are close to the ray).


--- Quote ---Sorry for being idle, the semester has started and I had to cope with it.
--- End quote ---
Don't worry about it, it's not like I'm paying you ;) thanks for the help none the less

cooldude234:
I got a little bored with some things and I decided to try making split screen, it works good. I just got to figure out how to structure it into an useful easy to use function to be scripted. Which reminds me, I got to get around to actually getting some form of scripts being executed.

Thanos:
I really want to see this bug solved, so I started making a small ray tracer based on line triangle collision, to verify the causes visually.

(Who knows, it might prove useful later too.)

EDIT: Of course you're not paying me :P that's the point of FOSS. A paid coder wouldn't make a whole program to solve just a bug. ;)

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