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 81 
 on: 2017-04-18 18:11:50 
Started by Hades85 - Last post by Hades85
Hello together,

i found nothing about gdx a.i. libs especially a* pathfinding tutorial with version 1.8..
Is there any showcase or tutorial how to use gdx a.i. or should i implement my own a* algo?


 82 
 on: 2017-04-18 17:11:39 
Started by bestwarrior2001 - Last post by bestwarrior2001
You need to do perspective-correct interpolation of the three vertices' Z values for each fragment generated within the triangle.
DUDE, that's exactly what I need!  Cheesy

Thank you a lot! Smiley

 83 
 on: 2017-04-18 15:42:21 
Started by BurntPizza - Last post by SHC
Yes @ShadedVertex, it absolutely makes one program efficiently. I'm now very much interested in the low level details more than in higher OOP abstractions that I used to be fond of. Whenever I see a program, I'm now wondering how many instructions that this generate, etc.,

And by the way, I don't want to offend, but I don't believe one works so busy when in school, not only in school but anywhere. If you really want to do something, you can always try to make time for it. I did this in the two day preparation time that I got before my end semester examination, and the subject was Web Technologies, I had to study HTML, CSS, JS, PHP, Ruby, Perl, CGI and MySQL all for one exam. But I did great on the test. Just wanted to say, don't think otherwise.

Congratulations on your inter-school game dev competition, hope you do it well, and hope we will be able to play your game soon.

 84 
 on: 2017-04-18 14:33:48 
Started by bestwarrior2001 - Last post by KaiHH
You need to do perspective-correct interpolation of the three vertices' Z values for each fragment generated within the triangle.

 85 
 on: 2017-04-18 14:10:29 
Started by kingAree - Last post by kingAree
Thanks for the reply, I guess I'll have to do way more testing in general as the SAT method is boolean and it won't change from false no matter what I seem to do, tunnelling isn't a problem for me yet.

 86 
 on: 2017-04-18 14:06:56 
Started by zeroone - Last post by zeroone
http://nintaco.com

Nintaco is a cycle-accurate Nintendo Entertainment System (NES) / Famicom emulator and NES Sound Format (NSF) player written in Java, ostensibly making it cross-platform. It supports the vast majority of games including those for the Famicom Disk System (FDS), Dendy and Vs. UniSystem along with a plethora of peripherals. It tracks play history, enabling the player to rewind time to undo mistakes, and to watch, export, edit and resume play at any point in the past. It supports netplay, save states, video and audio recording, video filters, screenshots, cheat codes, a debugger and a TAS editor. It can be controlled programmatically via an API. It provides automatic capturing of sprites and level maps. It even simulates R.O.B., the Robotic Operating Buddy.

Click to Play


Click to Play


Click to Play

 87 
 on: 2017-04-18 12:48:53 
Started by bestwarrior2001 - Last post by bestwarrior2001
When you transform the 3d points into 2d screen coordinares the z value of the transformed point is the z value you use.

1. So don't I need the z value of the points inside the triangle?
EDIT
2. if so, what if the triangle's vertices have different Z values?

 88 
 on: 2017-04-18 12:43:59 
Started by bestwarrior2001 - Last post by ClickerMonkey
When you transform the 3d points into 2d screen coordinares the z value of the transformed point is the z value you use.

 89 
 on: 2017-04-18 11:06:15 
Started by BurntPizza - Last post by ShadedVertex
Took a peek into Assembly with NASM and wrote a factorial program.

I've heard a lot that learning Assembly teaches you how to program more efficiently, so I've always wanted to learn Assembly. Never found the time, especially now that school has been keeping me constantly busy. The gift that never stops giving.

In other news, I recently placed an order for the 3rd Edition of Real Time Rendering and I received it a couple of days ago. It's absolutely amazing! To anyone who's interested in real-time rendering for interactive applications, I highly recommend the book Smiley

I'm also participating in an inter-school game dev competition, and it's been going really well for my team. We're making a sort of brawler/boss fight game, and we're trying to work our way around the guidelines of the theme (they limit our creativity) that they set without losing too much relevance to the theme Tongue




 90 
 on: 2017-04-18 09:42:24 
Started by bestwarrior2001 - Last post by bestwarrior2001
Hi guys, now I'm making a 3d game engine in Java from scratch.

Now I'm working at the Z-buffer because I didn't like the effect of the Painter's Algorithm(Z-sorting).

My question is: what is the easiest way to determine the Z value of each pixel? Please include a source code if you can  Wink

P.S.: The renderer contains just triangles, something like that:

class Vector3d {
double x,y,z;
}
class Triangle {
Vector3d v1,v2,v3;
Color color;
}
class Renderer {
public Triangle[] triangles;
[ . . . ]
}

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List of Learning Resources
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2017-03-13 14:05:44

List of Learning Resources
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SF/X Libraries
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2017-03-02 08:45:19

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