[QUOTE=DevBug;31771141]Stop! If you show us anymore screenshots we will be able to determine the super-secret project...[/QUOTE]
no you won't, the title is blurred !
[QUOTE=Neo Kabuto;31768631]Will your NPCs be able to fly/climb/dig to get to places that the terrain blocks?[/QUOTE]
Yes.
[editline]16th August 2011[/editline]
Actually they can't fly but they can climb.
[QUOTE=icantread49;31771270]no you won't, the title is blurred ![/QUOTE]
Not Game
I love you Riemer, so, so much. 3D terrain rendering from a heightmap, moving reflective and refractive water with a bump map and specular highlights... It's too perfect!
I actually coded most of this myself, too, as the tutorial doesn't with with XNA 4.0. I feel like I've learnt much more.
[IMG]http://i54.tinypic.com/2mh8zs5.png[/IMG]
[url="http://i51.tinypic.com/2rmbfx1.png"]In all it's glory[/url]
I need a better sky texture, anyone know where to get one?
[QUOTE=chaz13;31771886]
I need a better sky texture, anyone know where to get one?[/QUOTE]
[url=http://www.cgtextures.com/textures.php?t=browse&q=23740]Here[/url]
[QUOTE=Darwin226;31770818]I've been working on 3D and I have a problem.
I want to do lighting and I think I messed something up. I want the user to be able to input mesh data and the normals to be auto generated if they are not supplied.
So far, my algorithm does the following:
Make an array of Vector4 for the number of vertices on the mesh.
Loop through all the indices in the index array, 3 by 3.
For each 3 vertices, get their face normal (by doing cross( b - a, c - a) with a, b and c being the 3 vertices).
Add the resulting normal to the appropriate index in the Vector4 array I created and increment the W of each one by 1.
After looping through, I do another loop through the Vector4 array and divide each one with it's W. That way, each vertex has the average normal of all the faces it's included in. Then I just normalize them.
Is there something wrong with my logic? Because I've set the light to shine from left to right but it's not really making a drastic difference. I THINK the right sides are darker than the left ones but not by much.
Maybe I should try a sphere since it's normals should be all pointing outwards.[/QUOTE]
The face normals should be the same for each vertex in the face. There is no need for an average. You just need to do the cross product and normalization.
Other than that, it sounds correct.
[QUOTE=ROBO_DONUT;31771969]The face normals should be the same for each vertex in the face. There is no need for an average. You just need to do the cross product and normalization.
Other than that, it sounds correct.[/QUOTE]
he's trying to create smooth normals
[QUOTE=icantread49;31772006]he's trying to create smooth normals[/QUOTE]
Yes. If the normals are already supplied then I don't mess around with them. But for the autogenerated ones I want vertex normals.
[editline]17th August 2011[/editline]
Actually, I don't think I have other options. Since for example in a cube, each point is a part of 3 cube faces and it can only have one set of normals.
[QUOTE=NovembrDobby;31771941][url=http://www.cgtextures.com/textures.php?t=browse&q=23740]Here[/url][/QUOTE]
Thanks, I put one in and it's fantastic :smile:
I set out to learn openGL and I accidentally created a modern art generator
[img]http://img831.imageshack.us/img831/5793/untitlead.jpg[/img]
[QUOTE=Darwin226;31772053]Yes. If the normals are already supplied then I don't mess around with them. But for the autogenerated ones I want vertex normals.
[editline]17th August 2011[/editline]
Actually, I don't think I have other options. Since for example in a cube, each point is a part of 3 cube faces and it can only have one set of normals.[/QUOTE]
I mis-read.
Still, your method is right. You just don't need to divide by the number of faces if you're normalizing them anyway, that's redundant. Make them 3-component vectors and just normalize. It's basically NLERP.
[QUOTE=Staneh;31770688]Why is almost noone in programmers chat? It' getting really quiet.[/QUOTE]
There's a programmer's chat?
[QUOTE=ROBO_DONUT;31772284]I mis-read.
Still, your method is right. You just don't need to divide by the number of faces if you're normalizing them anyway, that's redundant. Make them 3-component vectors and just normalize. It's basically NLERP.[/QUOTE]
Oh, right. That makes sense.
steam://friends/joinchat/103582791430091926
Put this in your URLbar
[url=steam://friends/joinchat/103582791430091926]Or be lazy and click this[/url]
This might not be the place to ask, but might as well, since I'd probably get the best responses here.
What's better in terms of getting a job? A degree in Computer Science or Software Engineering? I keep seeing debates about how CS tends to be too general and doesn't give enough programming while Software Engineering doesn't teach enough about working closer to the hardware and algorithms and such.
hey so my game is going good
Work on a high-end indie game as a programmer or go to college? I can't really say what I'd be working on yet but these guys are highly talented, they just don't have the money as of yet since they've only made a game modification as of yet.
I wasn't necessarily thinking games so much as just a relatively well paying job managing networks, databases, etc. I'm mainly worried about getting a degree that makes me specialize in something that's too easily outsourced. From what I understand, programming (or software engineering I think) is pretty easily outsourced.
[QUOTE=Richy19;31772238]I set out to learn openGL and I accidentally created a modern art generator
[img]http://img831.imageshack.us/img831/5793/untitlead.jpg[/img][/QUOTE]
I had the exact same problem, I was writing a obj importer and I messed up the vectors.
I fixed it though once I found the problem I felt so stupid, I had been passing the format slightly incorrectly.
[QUOTE=RiceWarrior;31775083]I wasn't necessarily thinking games so much as just a relatively well paying job managing networks, databases, etc. I'm mainly worried about getting a degree that makes me specialize in something that's too easily outsourced. From what I understand, programming (or software engineering I think) is pretty easily outsourced.[/QUOTE]
Oh no I wasn't replying to anything I was just asking a question, but yeah I completely agree with the whole outsourcing thing though since anyone and everyone can be a programmer. The only way to actually make a secure living without being scared of getting outsourced would be to do something unique in terms of software development.
I hate java. Fuck. Does anyone know if java has a way to create a Date from a value of seconds, and then get the total years, months, days, minutes, seconds from that? As in, years will increase for ever, but every 60 seconds is a new minute, every 1440 minutes is a new day and every 30 days is a new month and every 12 months is a new year? I'd rather not do all the math myself...
And I tried using new Date(seconds*1000) and calling getYears()... on that but it gave me incorrect data. It is incorrect because I looked it up on wolframalpha, which gave me much more reasonable results.
[QUOTE=icantread49;31774673]hey so my game is going good[/QUOTE]
why the disagrees :(
[QUOTE=Alex_DeLarge;31774953]Work on a high-end indie game as a programmer or go to college? I can't really say what I'd be working on yet but these guys are highly talented, they just don't have the money as of yet since they've only made a game modification as of yet.[/QUOTE]
Can you not do both?
[QUOTE=chaz13;31763426]I've finally found a good system to stop zombies/anything following a single player from all grouping at the exact same point.[/QUOTE]
You may be interested in reading about [url=http://www.red3d.com/cwr/boids/]boids[/url] and their [url=http://www.red3d.com/cwr/steer/]steering behaviors[/url], particularly [url=http://www.red3d.com/cwr/steer/LeaderFollow.html]leader-following[/url].
[editline]16th August 2011[/editline]
[QUOTE=Alex_DeLarge;31774953]Work on a high-end indie game as a programmer or go to college? I can't really say what I'd be working on yet but these guys are highly talented, they just don't have the money as of yet since they've only made a game modification as of yet.[/QUOTE]
College. Working on an indie game isn't a career, and when it comes time to find your [i]next[/i] job you'll be at a big disadvantage with employers if you don't have a degree.
[QUOTE=chaz13;31771886]I love you Riemer, so, so much. 3D terrain rendering from a heightmap, moving reflective and refractive water with a bump map and specular highlights... It's too perfect!
I actually coded most of this myself, too, as the tutorial doesn't with with XNA 4.0. I feel like I've learnt much more.
[IMG]http://i54.tinypic.com/2mh8zs5.png[/IMG]
[url="http://i51.tinypic.com/2rmbfx1.png"]In all it's glory[/url]
I need a better sky texture, anyone know where to get one?[/QUOTE]
I would really- REALLY- appreciate a link to where that tutorial is.
[editline]17th August 2011[/editline]
Also, for skyboxes, [url]http://cgtextures.com/[/url]
Overv, release your tutorial faster so I can start learning OpenGL :v:
[QUOTE=RiceWarrior;31775083]I wasn't necessarily thinking games so much as just a relatively well paying job managing networks, databases, etc. I'm mainly worried about getting a degree that makes me specialize in something that's too easily outsourced. From what I understand, programming (or software engineering I think) is pretty easily outsourced.[/QUOTE] From what I hear lower level language jobs (c, c++) are harder to outsource because it takes much longer to train some one to write decent code in those languages. If you are good enough at something difficult to learn you probably wont get outsourced. You can always work for a defense contractor those programming jobs never get outsourced for security reasons, though you have to deal with 24/7 bull shit bureaucracy.
[QUOTE=bobthe2lol;31775531]I hate java. Fuck. Does anyone know if java has a way to create a Date from a value of seconds, and then get the total years, months, days, minutes, seconds from that? As in, years will increase for ever, but every 60 seconds is a new minute, every 1440 minutes is a new day and every 30 days is a new month and every 12 months is a new year? I'd rather not do all the math myself...
And I tried using new Date(seconds*1000) and calling getYears()... on that but it gave me incorrect data. It is incorrect because I looked it up on wolframalpha, which gave me much more reasonable results.[/QUOTE]
the math is simple, do it yourself
[QUOTE=icantread49;31775713]why the disagrees :([/QUOTE]
do you plan on putting the source to nullular grapher on github now that you've given it away for free
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