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Messages - Mortal

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1
hi elias  :)
good to see you, welcome back

2
thanks
Yes it is, I used the sfml window module for the window creation and UI. For the rendering, I used opengl in this project.

3
To complete the job with this demo, I added some basic terrain's scenes components, like  diffuse texture, detailed texture, skydome, clouds and fog. Also, I fixed a minor bug with loading the heightmap i was using sf::Image but, it seems that it doesn’t fully support 16 bit.


Here The latest updated demo, it is a bit lengthy journey through the terrain:


https://www.youtube.com/watch?v=ZjzBk6lMeuc




4
The original demo from the gem 2 book, was using Puget Sound, It is located along the northwestern coast of the U.S. state of Washington. The texture has a resolution of 160kmx160km. It is a fairly big size map. I added a Puget Sound map to the final demo in this practice exercises-series. Also, I added simple gradient texture to the terrain as what the original demo has. The prototype isn't optimized at its current state right now but it is definitely a start for further improvements.


Here the final result as what was described in that chapter:


https://www.youtube.com/watch?v=VFIvYI5TeII

5
no, in contrary, what did you do is the most optimal way to handle the texturing efficiently with SFML or 2D graphics in general. this method sometime is called atlas-texture or texture-atlas i'm not sure.  ;D

6
I added height-map to the terrain example. It wasn't easy for implementing height-map, especially for their terrain model, it needs other techniques to fill the crack and smooth the edges of every block level. But at the end of the road, it is achievable.


Here the latest update wireframe-demo for debugging:


https://www.youtube.com/watch?v=j_PRxegKuJg

7
Hello guys  :)

Still I'm working on my 3D OpenGL framework, this week I'm gonna focus on landscape;

There are many ways to make 3D terrains. The method that drew my attention most is GPU Geometry Clipmaps. It was introduced in GPU Gems 2: chapter 2, for nvidia. Here a link: https://developer.nvidia.com/gpugems/gpugems2/part-i-geometric-complexity/chapter-2-terrain-rendering-using-gpu-based-geometry .

I have implemented base blocks of their algorithm. It works fine for now, but still there is more to achieve the final result as shown in that chapter. For example, the height-map and normal-map ... etc.

Here the demo for the initial implementation:
https://www.youtube.com/watch?v=KmRS-wCcUvc

8
SFML projects / Re: practice exercises on 3D Physics - SAT algorithm
« on: March 22, 2020, 10:21:50 am »
Desperate attempt to optimize the physics simulation.

I added Octree as Broad Phase Collision Detection while SAT is kept for what is called a Narrow Phase Collision Detection, it’s a common technique for optimization, it is used in both Box2D and Pullet3, but still that doesn't help to improve the performance. The frame rate dropped down below 10 FPS which is unacceptable for real time applications / games.

Here demo for latest update:
https://www.youtube.com/watch?v=OiBOvHxK3sk

9
SFML projects / Re: practice exercises on 3D Physics - SAT algorithm
« on: March 21, 2020, 01:15:36 pm »
Testing SAT algorithm on 3D environment.

The principle is the same as 2D except for some tweak to suit the 3D environment. The test was for collision detection and basic physics resopene. it looks working just fine but unfortunately, it is so SLOW,  it is not suitable for 3D games.


Here the demo:
https://www.youtube.com/watch?v=VlqkXXKGmy4

10
SFML projects / Re: practice exercises on 3D Physics - SAT algorithm
« on: March 18, 2020, 08:12:17 am »
The second demo shows how the SAT algorithm works for testing the AABB detect collision of two quads.

From the previous demo, it is already known that each axis is a potential direction along which we can project the objects. So, all we need to do is find the axis with the smallest amount of overlap between the two objects.
the direction of the projection vector “ARROW” is the same as the axis direction which is the XY plane, and the length of the projection vector is equal to the size of the overlap along that axis.

SFML implemented it efficiently on sf::Rect::intersects, check it here:
https://github.com/SFML/SFML/blob/master/include/SFML/Graphics/Rect.inl#L109


Here the demo:
https://www.youtube.com/watch?v=h-JV1GLkLUk



11
SFML projects / practice exercises on 3D Physics - SAT algorithm
« on: March 16, 2020, 08:16:55 pm »
This is going to be a bit longer thread dedicated to SAT algorithm and its MTV and SH clipping[for impulse response].


here a simple demo to test the projection of the quad/box onto an arbitrary axis.

every single time i thought that i grasp the dot-product math-vector-entity i end up being was actually fooling myself. I have had to study this elusive entity in depth for once and for good. and here the introduction demo of incoming demos regarding the SAT algorithm.


https://www.youtube.com/watch?v=iM6GNmf7v74



12
I'm glad it helped what you were looking for.

by the way, do you know what is CLR for C++? It seems to have additional libraries of .NET (?), which are not in C++, but they are easy, - graphics objects etc. But I was unable to make them work with very same source (if I make a project to support CLR). have no idea why.
No i didn't work with CLP


Also, I want to know is the "console window" and any other window in Windows basically same or not from point of view of graphics - how it is rendered? I mean, maybe all these graphical modes are just nothing but same text-consoles, but with text-cursor hidden, and all (most) control is transferred to mouse-input...?
In general, the console screen “black box” window is not made for graphics, true it’s tiled grid, it can do some basic drawing shapes like square or rectangle,  but it can’t draw complex shapes like circle or capsule or even a polygon.

It’s better to use a windows base app to draw those shapes, in a window environment there are many graphics libraries, like Win32 GDI, Win32 GDI+ and many more. Or even more better, you may choose a multi-platformer graphic library like SFML of-course. This will allow your application to run in every platform window, mac, linux..etc

13
true, it failed with VS2019. it complains about missing “std::string” file in “Cosole.h” file, i added it it runs on my PC [windows 10 / VS-2019].

i updated the main repo at github, check it out.

Yes you change the image or upload the txt file to “Image::loadFromFile()”. This project was made when i was learning the drawing of Ascii arts from this site: https://www.randygaul.net/2012/07/03/windows-console-game-asciiengine/

14
SFML does not have ASCII version, i made a win32 console library that has similar code structure and design as SFML while ago.
here the link: https://github.com/MORTAL2000/MSLIB

15
SFML projects / Re: SAT collision algorithm
« on: March 12, 2020, 08:29:42 am »
excellent, nice work,  :)

i can't give you any useful hint about MTV with SAT, i never knew about MTV of SAT, from what i have learned on those subjects, SAT mostly were introduced for detecting collision. no one really used SAT for more than that. you just unlocked a new level of collision detection worlds. ;D

thanks for sharing.

really i like it, gotta dig deep with those projection based collision detection methods.

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