[QUOTE=Richy19;36146129]BTW what would be the best way to draw a translation/rotation/scaling tool graph thing?
like this: [IMG]http://www.masterprim.com/images/blender/shortcut/manipulate/blender-move-rotate-scale-delete-tools_10.gif[/IMG][/QUOTE]
That seems to be how most applications do it. It's fairly intuitive, and you always know exactly which dimension you're rotating/translating in.
[QUOTE=Richy19;36146129]It seems multiplying the normals by the blocks(vertex) position and then by the chunks model matrix does what I wanted to do anyway. it just doesnt work corectly.
[cpp]normals = (Model * Position * vec4(Normals, 1.0f) ).xyz;[/cpp]
BTW what would be the best way to draw a translation/rotation/scaling tool graph thing?
like this: [IMG]http://www.masterprim.com/images/blender/shortcut/manipulate/blender-move-rotate-scale-delete-tools_10.gif[/IMG][/QUOTE]
can't you just draw some circles
for reference RGB = XYZ respectively
Currently avoiding doing world collision so I added menstruation
[img]http://puu.sh/xXWs[/img]
that must be a huge vagina
[QUOTE=Richy19;36146129]It seems multiplying the normals by the blocks(vertex) position and then by the chunks model matrix does what I wanted to do anyway. it just doesnt work corectly.
[cpp]normals = (Model * Position * vec4(Normals, 1.0f) ).xyz;[/cpp][/QUOTE]
I'm assuming Position is a vec4? As far as I know that's a pretty meaningless thing to do, you're doing a component-wise multiplication which just scales the normal by the position's components... I'm not really sure what you're trying to achieve there.
Multiplying the normal by the model matrix should be sufficient to transform it into world space. You might have to renormalize it if the model matrix is scaling at all, but I'm not sure why you'd do that.
[editline]31st May 2012[/editline]
Also, what do you mean when you say it does what you want it to do, but doesn't work correctly? I'm sure that those two things should be mutually exclusive.
[QUOTE=Protocol7;36146326]that must be a huge vagina[/QUOTE]
[img]http://puu.sh/xY3D[/img]
[QUOTE=voodooattack;36146144]Do you mean like a STUN server? or are you doing it through ICE?[/QUOTE]
I'm not doing it at all personally but yeah, STUN is one way of doing it.
As far as I know you just need to get a few packets through your router for it to create the route and because it doesn't matter where datagrams are coming from after that people can connect to your computer on the port your router opened.
Something like that.
Those buildings look pretty clean, add some blood to the sides of some of them! :P
[QUOTE=Topgamer7;36146573]Those buildings look pretty clean, add some blood to the sides of some of them! :P[/QUOTE]
That will be pretty tough given the method I used for the blood, but I need something else to distract me from doing the boring stuff I'm avoiding so watch this space.
[QUOTE=r0b0tsquid;36146333]I'm assuming Position is a vec4? As far as I know that's a pretty meaningless thing to do, you're doing a component-wise multiplication which just scales the normal by the position's components... I'm not really sure what you're trying to achieve there.
Multiplying the normal by the model matrix should be sufficient to transform it into world space. You might have to renormalize it if the model matrix is scaling at all, but I'm not sure why you'd do that.
[editline]31st May 2012[/editline]
Also, what do you mean when you say it does what you want it to do, but doesn't work correctly? I'm sure that those two things should be mutually exclusive.[/QUOTE]
If I times it by the position then lighting works, but side to side and top and bottom is wrong
If I dont times it by position then there is lighting on all sides.
Remember when I calculate the blocks normals using the position this isnt from 0, 0, 0 its from any position in the chunk
[QUOTE=Richy19;36147722]If I times it by the position then lighting works, but side to side and top and bottom is wrong
If I dont times it by position then there is lighting on all sides.
Remember when I calculate the blocks normals using the position this isnt from 0, 0, 0 its from any position in the chunk[/QUOTE]
Could you start over and explain what exactly you're trying to do? From what I gather: you position chunks using a translation and this somehow messes with your normals, thus causing your lighting to fail. It seems to me that you're not keeping your matrices apart correctly and you merged everything into one. Could you give an overview of your rendering process and shaders in pseudocode? Please post it in WDYNHW.
[QUOTE=DrLuke;36148112][img]http://i46.tinypic.com/2e3xuu1.png[/img]
Yay![/QUOTE]
Looks like really tiny room in Habbo Hotel or something. Cool!
[QUOTE=Topgamer7;36146573]Those buildings look pretty clean, add some blood to the sides of some of them! :P[/QUOTE]
Done
[t]http://puu.sh/y02l[/t]
Doing so actually made me realise there was a much better way of doing floor blood too, so thanks for that.
I recently implemented fog and tweaked the light settings. One of my friends just posted this screenshot to our Facebook group and it looks awesome!
[img_thumb]http://i.imgur.com/NYnZ3.jpg[/img_thumb]
The thumbnail sort of feels like a painting
´
After a day of messing around with XNA and HLSL:
[img]http://puu.sh/y0Pw[/img]
[img]http://puu.sh/y0PD[/img]
I did butcher about 1000FPS just by drawing that. I think i'm doing something wrong
[QUOTE=Goz3rr;36149385]After a day of messing around with XNA and HLSL:
I did butcher about 1000FPS just by drawing that. I think i'm doing something wrong[/QUOTE]
No, you butchered 7 microseconds, stop worrying about it. This can be considered noise.
[QUOTE=Goz3rr;36149385]After a day of messing around with XNA and HLSL:
[img]http://puu.sh/y0Pw[/img]
[img]http://puu.sh/y0PD[/img]
I did butcher about 1000FPS just by drawing that. I think i'm doing something wrong[/QUOTE]
Probably not. Frametime is much more relevant than FPS.
The difference between the frametimes of 6000FPS and 7000FPS is 1/6000 s - 1/7000 s = 1/42000 s ≈ 23.8µs
Microseconds.
[editline]1st June 2012[/editline]
Oh god I was so late
at least I had more numbers than the others I guess :v:
It seems my frametime is .15 millisecond on average. Is there something like a guideline or average i can compare it to?
[QUOTE=Goz3rr;36149624]It seems my frametime is .15 millisecond on average. Is there something like a guideline or average i can compare it to?[/QUOTE]
Well using my training in maths I can tell you that's a bit faster than .16 milliseconds and a little slower than .14 milliseconds.
for reference, 60 frames per second is 16 milliseconds.
My frametime is 0.01-0.03 :v:
I'm not sure if it's just the fact that my computer is slow or if I'm doing something horribly wrong
[editline]31st May 2012[/editline]
To tell the truth, I've written most of my code for storing, updating, and drawing entities over the past ~2 years, mostly by figuring everything out as I go along
I honestly have no idea if I'm doing anything right, but it works (ish)
My frametime is 1.6e-14
[sp]hours[/sp]
Working on a program to broadcast to all LoL practice games. I really need to utilize more accounts. My connection can handle the bandwidth but the server limits the rate per user. So after joining about 50 rooms it starts lagging behind. What really sucks is I am forced to receive all the presences. Which after joining 50 rooms it starts to really pile up. Xmpp muc (or at least LoL's) is really freaking slow. Even without spamming it still ends up lagging behind when doing too many operations at once.
[code]Messaged Room 54/313 (Error: Owner privileges required) (lovetupepa's game)
Messaged Room 55/313 (Success) (darknesskrull's game)
Messaged Room 56/313 (Success) (Aram Winter 30)
Messaged Room 57/313 (Error: Owner privileges required) (xunnn's game)
Messaged Room 58/313 (Success) (ZenFishy's game)
Messaged Room 59/313 (Retrying) (gunarmor79's game)
Messaged Room 59/313 (Success) (ARAM 30+ Toast)
Messaged Room 60/313 (Success) (B52 BOMBER's game)
Messaged Room 61/313 (Retrying) (EnigmaDreamer3's game)
Messaged Room 61/313 (Success) (Adoneus's game)
Messaged Room 62/313 (Success) (Skeletore's game)
Messaged Room 63/313 (Success) (InfamousErick's game)
Messaged Room 64/313 (Retrying) (kamus08's game)
Messaged Room 64/313 (Success) (mightymousecw's game)
Messaged Room 65/313 (Success) (Xx ACTIONOWL )
Messaged Room 66/313 (Retrying) (Pinkie Pie Power's game)
Messaged Room 66/313 (Success) (LegitimateWalrus's game)
Messaged Room 67/313 (Success) (10~20gogo(10+ plz)
Messaged Room 68/313 (Retrying) (gunarmor79's game)[/code]
[QUOTE=SEKCobra;36145232]Isn't the whole point of udp to just disregard what is lost and work with the rest?[/QUOTE]
I am torturing myself by rolling my own reliable UDP layer. For me, I want to send reliable UDP packets and still have the ability to fire and forget some other packets.
I don't have a frametime. I'm still in preproduction.
My frametime is something like 0.001 - 0.003 ms and then I'm rendering about 100k vertices
[QUOTE=danharibo;36149647]Well using my training in maths I can tell you that's a bit faster than .16 milliseconds and a little slower than .14 milliseconds.
for reference, 60 frames per second is 16 milliseconds.[/QUOTE]
.16 ms is not the same as 16 ms.
[QUOTE=Darwin226;36153190].16 ms is not the same as 16 ms.[/QUOTE]
When did he say it was?
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