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Author Topic: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)  (Read 255000 times)

cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #135 on: October 05, 2012, 09:59:53 am »

I pretty much already have the plant generation algorithm done, I just need to figure out how to distribute it over geometry.
As you seen in the images, its just being placed on a flat plane at y axis 0
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Thanos

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #136 on: October 05, 2012, 10:18:39 am »

Maybe follow the heightmap? (Although you probably already know this.)

@cello95: Seen it, liked it, suggested it! Nice tool indeed.
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #137 on: October 05, 2012, 11:25:44 am »

I,m not using height maps, I only have the vertex data of the mesh to work with.
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Thanos

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #138 on: October 05, 2012, 11:52:30 am »

Uh huh. So you want to place vegetation on a random object. ouch, bump. It will probably take a lot of thought.

Hmm maybe a workaround. I don't have any code in front of me, but it's the first thing that comes in my mind right now.
Find target x,z of the next plant. Shoot vertical ray and check collisions. Add faces collided with the ray in a list [<-- tough part - you have to first add the objects the ray finds in a list, and the shoot another ray for each object for face detection (I think)]. Find collision point with max y, store the face it was found on too. Find slope of stored face. Place the plant on x,y,z, rotate it with the slope.

I dunno. It looks kinda hard to me.
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #139 on: October 05, 2012, 05:21:18 pm »

yea still don't have line plane intersections :\
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Thanos

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #140 on: October 09, 2012, 09:12:20 am »

Hey cooldude234, don't make line-plane intersections your top priority yet, I may come up these days with a .cpp containing this:
bool linePlaneInt (float3 * vert, unsigned int numv, float3 lv1, float3 lv2, float3 * intv);
The least I can do. :)
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Thanos

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #141 on: October 10, 2012, 11:27:19 am »

Here you are.  :)

You'll have to adjust it to your needs before using it.
I DIDN'T thoroughly debug it, so if it doesn't work... uuh... tell me?

Thanks to Maxima for the hard math.
http://andrejv.github.com/wxmaxima/index.html
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #142 on: October 10, 2012, 11:52:06 am »

I think I may have figured out something on my own, but I'll have a look at your code no matter. It never hurts to see other people's works (just realized that rhymed :P )
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #143 on: October 31, 2012, 06:54:59 am »

It's been a while, and a long long month it has been.
As trying to find a job (I'm out of a paid job :[ ) has been taking for ever, I've got no money and yeah, fun stuff.

But that doesn't I have quit working on the new cre8or, in fact I just found a performance defect, and fixed it. Apparently vsync was enabled, and apparently it takes quite the resources from computers or something. So I disabled it and instantly got about 8 times the speed, and I don't really see any tearing in the screen so it was useless to use it (will still add the ability to enable/disable it though, more power to the user is what I'm thinking). Now that I have stretched out this (supposedly) short post I shall stop typing here... or maybe here.... nah I think here... <- technically that . counts as writing so I'm going to stop after this period .
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Thanos

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #144 on: October 31, 2012, 11:28:38 am »

But you are not gonna stop writing, are you? :)
We're sorry to hear you are having difficulties too.

Just crossed my mind, what method was used so for making vsync? Was it WaitForVerticalBlank or something like that?
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #145 on: October 31, 2012, 09:04:29 pm »

Just crossed my mind, what method was used so for making vsync? Was it WaitForVerticalBlank or something like that?

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.
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Wyldewillows87

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #146 on: November 14, 2012, 05:21:30 am »

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?
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #147 on: November 16, 2012, 04:13:39 pm »

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.
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #148 on: November 28, 2012, 03:28:03 am »

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 ).
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cooldude234

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Re: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)
« Reply #149 on: January 26, 2013, 01:10:17 am »

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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