• What are you working on? v15
    5,001 replies, posted
[QUOTE=knighty;28072618]Isn't very good as in, it doesn't have bones :P You using searching/sorting for finding duplicate vertices?[/QUOTE] Using the sorting and searching so I don't have to load the model more than once. Reading a model should in most cases take more time than checking if it has already been loaded (no, I'm not using linear search or bubble sort). If there are some duplicated vertices somewhere in the model I can always blame the modelling artist. :downs: [QUOTE=Jallen;28072644]Man don't you just hate when you go to your bread chest and theres some guy in it eating up all your bread?[/QUOTE] I feed him only on Sundays and Tuesdays.
Not with obj you can't unfortunately ;(. You'll almost always get duplicated vertices because it works on a per face basis. Here's an example of how many vertices I remove from an average model. Loaded model: Models\PalmTrees\Crysis\PalmTree.obj, and merged 3229 vertices from an original 4788 Quite a lot.
[QUOTE=knighty;28072788]Not with obj you can't unfortunately ;(. You'll almost always get duplicated vertices because it works on a per face basis. Here's an example of how many vertices I remove from an average model. Loaded model: Models\PalmTrees\Crysis\PalmTree.obj, and merged 3229 vertices from an original 4788 Quite a lot.[/QUOTE] Oh you mean I should use an index list for the vertices? Yes, it does a lot of difference indeed. I started with an .obj loader since it seemed to be easy to make. It's not impossible to add an index list for .obj but I bet it will be easier to just use another mesh format.
For now, I just compare each new vertex with each of the previous vertices and see if they share the same position, uv and normal index. It's slow obviously, but it's only done at runtime.
[QUOTE=Jallen;28072644]Also am I the only one who hates the default header / source files virtual folders in VC++? It just seems to completely break the modular feel of OOP. I make virtual folders for each class.[/QUOTE] I don't like virtual folders in general. I prefer keeping the files in an organized structure everywhere, not only in VC++.
You are not alone Jallen. It sucks. I don't think anyone likes it the way it is. I do LOVE virtual folders though. Nothing more tedious that creating files, and having to create them, move them, and then put Folder/folder/folder/file.h when including isn't much fun.
[QUOTE=knighty;28072906]For now, I just compare each new vertex with each of the previous vertices and see if they share the same position, uv and normal index. It's slow obviously, [b]but it's only done at runtime.[/b][/QUOTE] Isn't that a disadvantage? :raise: I'm not saying it's a problem since it's only run once though.
-jumped the gun slightly!-
Sorry I meant at start up yeah, and I didn't mean it's an advantage, just that it's not quite as insane as it sounds. It still takes a long time on big models, but anything under a couple of thousand vertices takes a negligible amount of time.
[QUOTE=Robber;28073121]Isn't that a disadvantage? :raise: I'm not saying it's a problem since it's only run once though.[/QUOTE] Im guessing you gain more by having to render less vertices than the loss by having to go through all the vertices
[QUOTE=knighty;28073151]Sorry I meant at start up yeah, and I didn't mean it's an advantage, just that it's not quite as insane as it sounds. It still takes a long time on big models, but anything under a couple of thousand vertices takes a negligible amount of time.[/QUOTE] Oh, now it makes sense. :v: [QUOTE=Richy19;28073181]Im guessing you gain more by having to render less vertices than the loss by having to go through all the vertices[/QUOTE] I meant it's not better to do it at runtime than at the compile time equivalent for models.
[QUOTE=knighty;28073067]You are not alone Jallen. It sucks. I don't think anyone likes it the way it is. I do LOVE virtual folders though. Nothing more tedious that creating files, and having to create them, move them, and then put Folder/folder/folder/file.h when including isn't much fun.[/QUOTE] That's why I use "Show All Files". Inside VC++ it functions like virtual folders, but with real folders instead :eng101: [img]http://localhostr.com/files/KxIzqyv/showall.png[/img]
.....I can't believe I'd never thought of that. I still prefer virtual folders though :P Plus it's kind of annoying seeing all the pdb files and whatnot.
[QUOTE=knighty;28073151]Sorry I meant at start up yeah, and I didn't mean it's an advantage, just that it's not quite as insane as it sounds. It still takes a long time on big models, but anything under a couple of thousand vertices takes a negligible amount of time.[/QUOTE] A good example would be a large open map. All the map info will be saved when you save it in the map editor (the editor will go through all the vertices). [b]Result:[/b] The game won't suffer any loading time at all (unless reading the map file takes more time than looping through each vertex).
Just finished a feature I've wanted for a while. [media]http://www.youtube.com/watch?v=ph2kYyP692Y[/media] The circle is a child of the rectangle. When the rectangle rotates or moves the circle moves accordingly. ProtoZed: [url]http://code.google.com/p/protozed/[/url]
A physics engine! I have inelastic collisions working so far as well as gravity, soon to be with objects of differing mass. Then its on to inelastic collisions. And seeing as i have no idea how they work, im going to do them the same way you do friction :v:
[QUOTE=Z_guy;28075183]Just finished a feature I've wanted for a while. [media]http://www.youtube.com/watch?v=ph2kYyP692Y[/media] The circle is a child of the rectangle. When the rectangle rotates or moves the circle moves accordingly. ProtoZed: [url]http://code.google.com/p/protozed/[/url][/QUOTE] Transformation matrix?
[QUOTE=Jallen;28075974]Transformation matrix?[/QUOTE] Almost. Every entity stores two vectors that represent the local x and y axis (basically what is stored in a transformation matrix), then the children calculate their global positions based on the parents axis.
[QUOTE=Jallen;28075974]Transformation matrix?[/QUOTE] I'm pretty sure it involves transformations, yes. The R and T matrices are probably passed through the children recursively.
LOVE is very easy, but I keep doing this. blala{ code } rather than blabla() code end [editline]15th February 2011[/editline] Care to explain why I'm dumb?
[img]http://dl.dropbox.com/u/99765/32351.png[/img] guess which one is gmod.
the second one
ye
[QUOTE=layla;28077341]ye[/QUOTE] The lighting gave it away
[IMG]http://i53.tinypic.com/24d3q83.png[/IMG] Working my my platformer physics engine. Collisions and everything work now! What's left is to figure out how to do mario-style jumping.
[QUOTE=ZenX2;28080417][img_thumb]http://i53.tinypic.com/24d3q83.png[/img_thumb] Working my my platformer physics engine. Collisions and everything work now! What's left is to figure out how to do mario-style jumping.[/QUOTE] That window you used for the ground really had me confused for a second there.
You know you're a true programmer when an image for a sprite is an image of a window.
So I hit run on eclipse to reinstall my app like I have a thousand times before and something goes wrong. Big surprise, right? Except yes actually, because instead of just having some app crash, or emulator/eclipse crash, suddenly, my [i]mouse pointer stops moving[/i]. I was so flabbergasted I checked to see if there was something wrong with the mouse. Ctrl-alt-delete. Nothing. Close the lid, nothing. My laptop had just instantly frozen and was entirely, completely unresponsive. Anyway, after forcing a reboot, I open up eclipse to find my main activity class like this: [img]http://i.cubeupload.com/QXPO3J.png[/img] Looking at the file with hex editor revealed those are all just null characters. Great.
But that doesn't matter because you had it all under source control right?
RIGHT? :gonk:
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