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Messages - bigsofty

Pages: 1 [2] 3 4 ... 172
16
Off Topic / Re: Voxels are the future!
« on: 2019-Nov-03 »
I would imagine the voxels are held and manipulated on the GPU via compute shaders?

17
Well spotted, thank for the tip!  :good:

18
GLBasic - en / Re: GLBasic
« on: 2019-Oct-13 »
Good to hear Gernot!  :booze:

19
Announcements / Re: Server change
« on: 2019-Sep-21 »
Will the current sites post be kept? Lots of handy stuff on here.  :P

20
Announcements / Re: TH_AVOCADO MAYHEM
« on: 2019-Aug-29 »
+1 for a point and click. My daughter (who’s 10) recently discovered point and click adventures on Steam, is obsessed with Thimbleweed Park. To us they may seem a bit old hat but to this generation they’re new and fresh.

Congrats on the release Erico too!   :good:

21
Off Topic / Re: Voxels are the future!
« on: 2019-Aug-27 »
Yeah, the guys who covering this is a bit bonkers :S but the tech is very impressive. It does have proper ray traced voxels (not meshes made out of cubes). I am totally dumbfounded how he managed to attach a physics engine on this?!? Your basically looking at a 3 dimentional array of 10cm cubes. Even the smoke and fire, particle systems, seem to be aware of the individual voxels. I pretty sure your looking at millions of voxels here, how the hell is this running in real time?

Love it when a coder does somthing that produces that ,WTF?!?, moment.

22
Beta Tests / Re: Beta test 3D demo 0.1
« on: 2019-Aug-23 »
Just tested, works well, really nice work here Snoopy. Very interested how this turns out!  :good:

23
Off Topic / Voxels are the future!
« on: 2019-Aug-23 »
This guys kinda mental but the tech on show here is pretty amazing!

<a href="http://www.youtube.com/watch?v=aAgVSTrqNOc" target="_blank">http://www.youtube.com/watch?v=aAgVSTrqNOc</a>



24
Types help keep things modular, I’d say there pretty much essential for keeping control of a project once you get past a certain size of code base too.

25
This is great, thanks Gernot!  :happy:

26
Good luck with your release!  :good:

27
Bug Reports / Re: Many strange Bugs.
« on: 2019-Aug-04 »
Drop a simple, few lines demo, here and we’ll test it on our hardware.

28
Should be faster and work the same on any platform.

29
GLBasic - en / Re: Object raycast 3D
« on: 2019-Aug-03 »
X_COLLISIONRAY() ?

.Edit: I really should stop skimming posts "but not the exact position" :P. So ignore this.

30
These are what I use in my game. Used mainly for speed, rather than just a set seed, should still do though for cross platform stuff.

Code: (glbasic) [Select]
INLINE
//================================================================================================//
/***********************************************
** Random seed **
***********************************************/
//================================================================================================//
int gRndSeed = 98371;
void Seed(int seed)
{
gRndSeed = seed;
}

//================================================================================================//
/***********************************************
** Random number generator **
***********************************************/
//================================================================================================//
int Rand()
{
int k1;
int ix = gRndSeed;

k1 = ix / 127773;
ix = 16807 * (ix - k1 * 127773) - k1 * 2836;
if (ix < 0)
ix += 2147483647;
gRndSeed = ix;
return gRndSeed;
}

float cRandFloat(float range) // 3 digits after decimal should be plenty for my app.
{
int iRange = (range* 1000);
float result = (float)(Rand()%iRange);
return result * 0.001f;
}

ENDINLINE

FUNCTION SetSeed: seed%
INLINE
Seed( seed );
ENDINLINE
ENDFUNCTION

FUNCTION GetSeed%:
INLINE
return gRndSeed;
ENDINLINE
ENDFUNCTION


FUNCTION RandInt%: range%
INLINE
return Rand()%(range);
ENDINLINE
ENDFUNCTION

FUNCTION RandFloat#: range#
INLINE
return cRandFloat((float)range);
ENDINLINE
ENDFUNCTION

FUNCTION RandFloatRange#: minFloat#, maxFloat#
INLINE
return cRandFloat((float)(maxFloat-minFloat))+minFloat;
ENDINLINE
ENDFUNCTION

FUNCTION RandIntRange%: minInt%, maxInt%
INLINE
return (Rand()%(maxInt-minInt))+minInt;
ENDINLINE
ENDFUNCTION

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