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Thread: Code Editor - Esenthel Script - Virtual Environment
Post: RE: Code Editor - Esenthel Script - Virtual Enviro...
congrats on the hard bit :) |
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Chris |
News |
19 |
32,016 |
02-06-2012, 11:31 PM |
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Thread: Brush size in World Editor
Post: RE: Brush size in World Editor
(02-06-2012 02:03 PM)Chris Wrote: If your not painting, your not hitting the vertices. View > Wireframe to see what your painting (disable water to make it easier to see)
- the brush is a m... |
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Chris |
Support |
7 |
9,593 |
02-06-2012, 03:26 PM |
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Thread: Brush size in World Editor
Post: RE: Brush size in World Editor
When you paint, your painting (lerp) material properties onto the vertices. Heightmap > Mesh Quality > ...
If your not painting, your not hitting the vertices. View > Wireframe to see what y... |
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Chris |
Support |
7 |
9,593 |
02-06-2012, 02:03 PM |
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Thread: MeshBase subdivision algorithm
Post: RE: MeshBase subdivision algorithm
Hi,
The main problem i'm facing is trying to remove the edges from the triangle. Here was my attempt (I added ...? where I was confused).
Code:
FREPA(base.tri) {
 ... |
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Chris |
Game Classes |
3 |
5,235 |
01-21-2012, 02:03 PM |
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Thread: MeshBase subdivision algorithm
Post: MeshBase subdivision algorithm
Hi,
I need to subdivide my MeshBase for a special algorithm: I need to ensure that each vertex has neighbours (e.g. by an edge) which are all less than Flt SomeThresholdDistance;
This means doing s... |
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Chris |
Game Classes |
3 |
5,235 |
01-17-2012, 09:46 PM |
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Thread: Skybox problems
Post: RE: Skybox problems
The smallest file-size would be to do Image.import(...) in App::Init(), if you don't mind a bit of loading? That way you can get the predictive qualities of png compression, yet still keep it fast in ... |
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Chris |
Beginner Questions |
3 |
4,980 |
10-14-2011, 02:34 PM |
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Thread: Efficient Resize/Downsample of Image3D
Post: RE: Efficient Resize/Downsample of Image3D
Thanks for the quick response, I think they may be useful to have, but if you think no-one else would ever use it, it'd be a waste of time.
EDIT:
Oh, I didn't realize Image3D.downSample() already re... |
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Chris |
Feature Requests |
2 |
4,188 |
10-11-2011, 05:14 PM |
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Thread: Efficient Resize/Downsample of Image3D
Post: Efficient Resize/Downsample of Image3D
Hi,
Any chance of providing additional functions/overloads for:
Image::resize
Image::crop
..for a 3D Image. I would like to downsample a 3D Image efficiently, without manually creating a new Image;... |
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Chris |
Feature Requests |
2 |
4,188 |
10-11-2011, 04:30 PM |
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Thread: 3D Pathfinding
Post: RE: 3D Pathfinding
Quick bug:
[attachment=1510]
Should be easy to reproduce, just run into this notch immediately after running the tutorial, character gets stuck and can't get out. |
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Chris |
News |
72 |
85,294 |
10-03-2011, 02:11 AM |
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Thread: Improving the Editor
Post: RE: Improving the Editor
I +1 the two above feature requests, but also extend procedural texturing and heightmapping to have procedural object placement.
e.g.
- so you can define to automatically place object lists (like gr... |
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Chris |
Offtopic |
44 |
43,219 |
09-23-2011, 05:25 PM |
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Thread: RakNet Tutorial
Post: RE: RakNet Tutorial
Any chance of a bit of a tidy up again/maintenance release, last time I left it, it looked like this and load instantly: http://desmond.imageshack.us/Himg175/sca...&ysize=640 - e.g. it had no bugs or ... |
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Chris |
Code Snippets |
116 |
147,757 |
09-02-2011, 08:32 PM |
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Thread: RakNet Tutorial
Post: RE: RakNet Tutorial
Thanks for keeping this updated!
I had a quick look, but the update seemed to take a long time to load and movement was jerky (but was using the older .pak and .dll's) - interpolation is quite tough (... |
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Chris |
Code Snippets |
116 |
147,757 |
08-28-2011, 02:59 PM |
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Thread: Helicopter
Post: RE: Helicopter
Step is typically a value between 0 and 1, which determines where the output is between the two values. (e.g. its the position along the x axis, then you read the respective value on the y axis for th... |
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Chris |
Support |
5 |
7,071 |
07-31-2011, 10:46 AM |
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Thread: Too many snags
Post: RE: Too many snags
I just replied in the RakNet tutorial thread http://www.esenthel.com/community/showth...5#pid25725 with a good approach to follow - I think you'll be more comfortable with RakNet and better equipped t... |
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Chris |
Support |
4 |
5,355 |
07-02-2011, 11:31 PM |
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Thread: RakNet Tutorial
Post: RE: RakNet Tutorial
The engines just changing too quickly for projects like this to be maintained. I recommend new users just use the tutorial as a "Oh look, that's how it can be done". Then proceed as follows:
1. RakNe... |
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Chris |
Code Snippets |
116 |
147,757 |
07-02-2011, 11:27 PM |
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Thread: FXAA
Post: RE: FXAA
This site keeps up with these kinda GPU techniques too: http://www.geeks3d.com/20110622/fxaa-3-v...-released/ |
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Chris |
Offtopic |
8 |
14,348 |
06-22-2011, 11:40 PM |
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Thread: Shortest Path
Post: Shortest Path
Given a graph of edges and vertexes, is there an easy/existing method to compute the shortest path (or propagate, e.g. dijkstra) in Esenthel?
Any recommendations?
Thanks,
Chris |
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Chris |
Support |
1 |
3,683 |
06-13-2011, 03:16 PM |
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Thread: Hash Maps
Post: RE: Hash Maps
Map != Hash Map
Headers > Memory > Map.h > find
Quote:
// get
DATA* find (C KEY &key); // find object, don't create if not found, NULL on fail
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Chris |
Beginner Questions |
1 |
3,865 |
05-11-2011, 10:49 PM |
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Thread: Bitpacking Normal Vector
Post: RE: Bitpacking Normal Vector
Hi, I updated my question with my latest development of the problem:
Here's what I have, a set of 3d vectors in a 3d flow.
[attachment=1193]
But they face different directions in the flow (backward... |
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Chris |
Support |
8 |
10,927 |
04-22-2011, 09:45 PM |
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Thread: Using Tutorials.
Post: RE: Using Tutorials.
Hi, Welcome to the community!
On the left in visual studio, in Source > you'll see 00 - Start.cpp
Right click this, click "Exclude from Project"
Right click Source > Add Existing Item > 4 -... |
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Chris |
Beginner Questions |
2 |
4,499 |
04-19-2011, 07:00 PM |