I've been trying to build up a texture library in order to texture map my levels. I brought my digital camera to the park here in Knoxville, and took some shots of the grass, some rocks by the river, the sky. They were nice but I needed a little more variety.
So I logged onto expedia and bought tw…
I finished coded and implementing the quad-tree data structure to handle my collision detection geometry. I figured that a quad-tree would do the trick because I see no reason to partition the geometry along the y axis. If my level geometry consists of several rooms above rooms, I don't think it …
In a recent entry I made some comments about Paul Nettle's collision detection article here on gamedev. You can find his article here:
General Collision Detection for Games Using Ellipsoids
I spent some time this weekend combing through my code to try to find my mistakes. I found them and fixed th…
General Collision Detection for Games Using Ellipsoids
I spent some time this weekend combing through my code to try to find my mistakes. I found them and fixed th…
I fixed the key repeat issue with my engine tonight. Before, I was relying on the operating system key repeat setting to implement movement. So when the player held down the 'W' key, for example, the engine would move forward a frame, pause, and then start smooth scrolling forward.
There were two …
There were two …
If the rules of life were really like the game Oblivion I would have woke up this morning and thought...
"So that's how you do it. What once was a struggle has now become second nature. Please distribute attribute points."
I will add +3 to my Collision Detection skill please.
I finally finished the…
"So that's how you do it. What once was a struggle has now become second nature. Please distribute attribute points."
I will add +3 to my Collision Detection skill please.
I finally finished the…
I have basic collision detection working now. I still need to make the routine recursive and add sliding. Geometry that can collide is now a derived zone class of the world object. Only zone geometry is considered for collision tests. Selectable items will be another derived class of the world …
...fun with printf and the ray equation.
...
Ray origin (players current position): -24.394674 0.000000 8.963964
Normalized Ray vector (direction player wants to move): -0.750111 0.000000 0.661312
Point on plane (a point on this polygon): -105.251305 -131.641800 -105.308907
Normalized plane normal (nor…
It snowed here over the weekend, so I finally convinced myself to do some work on this project. I am about ready to code up the collision detection, and I need some level geometry in order to test.
Here is a quick pencil sketch I jotted out on graph paper. I ran the image through a filter after I …
Here is a quick pencil sketch I jotted out on graph paper. I ran the image through a filter after I …
I've noticed silhouette detection being used more commonly in next generation titles. Perfect Dark Zero uses silhouette detection as a special ability of one of the guns. Here is an example (and yes, this was my camera aimed at the television :P)
PERFECT DARK ZERO - XBOX 360
What is of particular i…
PERFECT DARK ZERO - XBOX 360
What is of particular i…
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