__Homer__'s Journal

BSP and Beyond - Generating a Portal/Cell Graph from a Triangle Soup
42 comments
2 followers
26 entries
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__Homer__
December 23, 2011
You wish, but you don't have the cahones
I went from -2 to -33 from a single post.
Well on track for my -666 !!!

In the meanwhile I've been quite busy, working on commercial projects.
I bet the people who voted me down have not even got a job in the industry !!
Vote me down more!! I need to reach my goal!
2,231 views
__Homer__
December 05, 2011
Wankers
Now my current score on this crap forum is minus 2 - after they agreed minus scored would not happen.
Can i reach - 666?

Yours Truly, for saying nothing more than the truth.
2,122 views
__Homer__
November 29, 2011
GCAP
I was invited to gcap - and stood around outside, hawking my wares like a whore, and it felt so right.
Thanks to all the people who stopped to play it!
1,794 views
__Homer__
October 29, 2011
Metal Clad Men On Horsies - With Sticks!
Announcing the upcoming IGF student division finalists, http://studentgame.caswal.com/Jousting/index.html
1,904 views
__Homer__
October 27, 2011
I like cheese and zombies and the rest is commercial in confidence
Today I got my fledgling newchool opengl engine launched.
It flapped around, at no stage did it fly, but it did not fall over, and it did not disgrace itself on the way out!
2,050 views
__Homer__
October 15, 2011
"Infinite" number of lights - breaking the hardware limits
It's a small blog mention @ http://www.asmcommunity.net/board/index.php?blog=751;sa=topic;id=51

Here I describe a way to breach regular hardware limits for the total number of lights, without sacrificing the minimum framerate, and while considering shadowcasting in the same step.
1,772 views
__Homer__
August 25, 2011
Bullet physics 0, game implementation stuff 1
So on another topic, I'm currently working on a game involving medieval jousting (yes, horsies, mounted by metal-clad men..) and we've glued some kinematic rigid bodies to various joints of our warriors (shields, lances, so forth).
I was happy to set up physics under Bullet to drive the kinematic bo…
2,316 views
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__Homer__
June 22, 2011
Portals are almost correct too
Re-enabling the culling of portal polygons during their Clipping phase paid off - I am now detecting five portal quads are being eliminated during the search for 'true portals', and their geometry matches that of the inner box faces - I have eliminated my 'fake portals' correctly.
The sixth and fina…
1,476 views
__Homer__
June 20, 2011
STAGE ONE COMPLETE
I found a very fast way to get the results I was looking for in terms of dealing with the 'closed, unreachable space' in the test model (ie, the space inside the inner box).

I modified the ChoosePartitioningPlane function so that it will always return a plane from the input geometry, as long as ther…
1,629 views
__Homer__
June 20, 2011
A special case of a closed subspace
Wrapping my Line/Plane intersection tests in a simple Macro helped to make the case handlers for the triangle splitter more consistant and helped knock out the bugs.

I have been studying the logged output of my tree generator, and using that information to step through the same process in the 3D mod…
1,863 views
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