Search found 387 matches

by qpHalcy0n
Wed Apr 14, 2010 11:08 am
Forum: Programming Discussion
Topic: [solved] 2d circle to circle collision response
Replies: 4
Views: 1143

Re: 2d circle to circle collision response

With this sort of thing, it may possibly be easier to deal with the reaction w/ a vector based approach. So the collision works, the easiest way to deal with the reaction is a reflection about the impact normal. If you take the vector from one circle's center to the other's this is basically your im...
by qpHalcy0n
Sat Apr 10, 2010 11:37 pm
Forum: Programming Discussion
Topic: Z Rendering Optimization [CLOSED]
Replies: 8
Views: 666

Re: Z Rendering Optimization [CLOSED]

Well none of the replies were condescending. We're just giving you what we've got from what you gave....which wasn't much and really didn't make too much sense. (Use more punctuation ;) ) There's plenty of people here who would be willing and able to help but you need to be a little more concise as ...
by qpHalcy0n
Fri Apr 09, 2010 11:57 pm
Forum: Programming Discussion
Topic: Z Rendering Optimization [CLOSED]
Replies: 8
Views: 666

Re: Z Rendering Optimization

Then I don't understand why you're posting? If you know where the bottleneck is then fix it........what is the problem? Also, I sure as HELL would NOT be quoting wikipedia on up-to-date rendering techniques. Virtually all of that information there is irrelevant except for the basic definition of wha...
by qpHalcy0n
Fri Apr 09, 2010 2:22 pm
Forum: Programming Discussion
Topic: Z Rendering Optimization [CLOSED]
Replies: 8
Views: 666

Re: Z Rendering Optimization

Ok, I counted a grand total of 3 periods in 4 wide lines of text. This was very very difficult to read and I'm not sure if there was even a question in there :P Alright, now what you're doing actually isn't as "horrible and inefficient" as you suggest. Well....it SHOULDN'T be. Complex scen...
by qpHalcy0n
Tue Apr 06, 2010 10:02 am
Forum: Game Development
Topic: Motion: Time or Frame based?
Replies: 13
Views: 1660

Re: Motion: Time or Frame based?

I have yet to run across a physics engine that is NOT time based. The bottom line is that when you get right down to it, decoupling game logic from rendering is just a wise idea. This can be a very elaborate process and really requires you to analyze the performance of your code. The main implicatio...
by qpHalcy0n
Sat Apr 03, 2010 1:37 pm
Forum: Art, Music, and Design
Topic: Zeid's Epic Art Thread
Replies: 155
Views: 60085

Re: Zeids Epic Art Post

If you plan on sticking to OpenGL, then you absolutely need to learn GLSL. Cg is completely useless when it comes to OpenGL, none of the hardware profiles work right. It does not support any of the newer profiles. The runtime is not good at generating code that works for ATi, its just a lose-lose. T...
by qpHalcy0n
Thu Apr 01, 2010 10:41 pm
Forum: Art, Music, and Design
Topic: Zeid's Epic Art Thread
Replies: 155
Views: 60085

Re: Zeids Epic Art Post

Ah, yeh then there's essentially no way in hell you'll be able to use CG w/ OpenGL on there. ATi's driver is a very very strict enforcement driver and he's probably either compiling under an nvidia profile or a deprecated OpenGL/ARB profile for which the ATi driver will not generate correct code.......
by qpHalcy0n
Thu Apr 01, 2010 7:38 pm
Forum: Art, Music, and Design
Topic: Zeid's Epic Art Thread
Replies: 155
Views: 60085

Re: Zeids Epic Art Post

What video card have you got?

Cg gets VERY quirky sometimes....especially w/ ATi, and even more especially w/ OpenGL. To the point that its completely unusable.
by qpHalcy0n
Wed Mar 31, 2010 9:44 pm
Forum: General/Off-Topic
Topic: Java. Oh lol
Replies: 3
Views: 440

Re: Java. Oh lol

Concepts over semantics. Always remember that ;)
by qpHalcy0n
Wed Mar 31, 2010 7:19 pm
Forum: Programming Discussion
Topic: Converting window coordinates to opengl
Replies: 7
Views: 1753

Re: Converting window coordinates to opengl

Mkay, I see where you're going with this. Firstly, you don't need to use gluUnProject for this. What this function does is take a position in screen space and go all the way back to object space. This is the space in which you specify vertices in absence of a model (aka world) transform. Under the a...
by qpHalcy0n
Wed Mar 31, 2010 3:17 pm
Forum: Programming Discussion
Topic: Converting window coordinates to opengl
Replies: 7
Views: 1753

Re: Converting window coordinates to opengl

Ok, I'm confused as to what you're doing. Obtaining the mouse position in screen space is a function of the OS's API. Are you trying to obtain an object space position from a screen space position? That is the only reason you'd de-project the pixel. What you're saying you want, and what you're showi...
by qpHalcy0n
Tue Mar 30, 2010 8:32 pm
Forum: General Gaming
Topic: PS3 and OpenGL ES
Replies: 14
Views: 2793

Re: PS3 and OpenGL ES

They're just renegging on something they should have from the very beginning. Yes, it's fine and dandy to work on the PS3. In reality your PC has far more capable graphics processing power while the PS3 can do more computationally though. What they DON'T want is a bunch of folks exploiting their har...
by qpHalcy0n
Tue Mar 30, 2010 7:45 pm
Forum: General Gaming
Topic: PS3 and OpenGL ES
Replies: 14
Views: 2793

Re: PS3 and OpenGL ES

Milch wrote: I dont want to sound dumb or something - but what means CBE?
Cell Broadband Engine (Architecture). The name given to the architecture for the multiple chips that comprise the thing.
by qpHalcy0n
Tue Mar 30, 2010 4:48 pm
Forum: General Gaming
Topic: PS3 and OpenGL ES
Replies: 14
Views: 2793

Re: PS3 and OpenGL ES

The PS3 will run current versions of Yellow Dog Linux (YDL). You've always been able to program for the PS3. They used to use an API called CTM (Close To Metal) for GPGPU processing which was developed by AMD. They scrapped it for OpenCL, so the CBE officially supports OpenCL at this point. In terms...
by qpHalcy0n
Mon Mar 29, 2010 8:04 pm
Forum: Programming Discussion
Topic: c++ specific (operator overloading) vector+point
Replies: 10
Views: 663

Re: c++ specific (operator overloading) vector+point

As a programming habit, I keep binary operators that return values outside of the class type definitions. Binary operators that modify the value of the lvalue are then defined within the class definition. Thusly, your +=, -=, *=, /=, =, and possibly == would reside within the classes. Then +, -, *, ...