“It’s entirely possible that we wake up one day and the Russians say, ‘We’re not taking your astronauts up anymore,’” said Marco Caceres, director of space studies at Fairfax, Virginia-based consultant Teal Group. “NASA’s anticipating this possibility. That’s why they want to move as quickly as possible with this program.”
well I don't develop games, but writing about what I have done or plan to do is a reflective process that can reveal problems with your existing code or plans
I was under the assumption that writing blog entries used a similar part of the brain as doing actual work (especially programming). That is thinking creatively, organizing thoughts and writing them down
Okay, here's the situation: I have a bug I have to fix before I can continue doing other things, but my brain is fried, writes a blog post about cool stuff I want to do
@PandaPajama you're writing a devblog, not a ginourmous website
a blog post doesn't need images, videos and layouting. maybe it does need proofreading, but the other thigns are optional. layouting is usually done by the blogging software
I don't know about you guys but I often find that simply talking about what i'm doing actually helps me solve some issues ... a blog post is a great way to explain the current thing I'm working on allowing my brain to sort of "automatically" find the solution without me having to sit and smash my face on the desk.
I think that if I were to keep a blog, I would like to make sure everything I say is accurate and useful to readers. Creating such content would take me a considerable amount of effort.
Wardy: Sure, everybody has different ways of doing that. I personally do that whenever I'm not in front of my computer, like eating or commuting or whatever
I'm not really great at patching things up, but I'm not emotionally stupid, I know that what I said had some "evil" to it, it's just that all my life I've gotten used to having an almost captive audience with a nearly desperate respect, where I can just throw away anyone who doesn't please me 100% on the first try
I'm toying with the concept of a Virtual Volume of voxels within which I can request a view of a portion at a given lod where the lod is essentially a float value at which the sample points i take are distanced from each other
this way I can declare say ... a volume to represent a planet
then say "give me a view of that with an lod of 10,000" to view each 1/10,000th point on the surface of that object from my position
Function Representation (FRep or F-Rep) is used in solid modeling, volume modeling and computer graphics. FRep was introduced in "Function representation in geometric modeling: concepts, implementation and applications" as a uniform representation of multidimensional geometric objects (shapes). An object as a point set in multidimensional space is defined by a single continuous real-valued function of point coordinates which is evaluated at the given point by a procedure traversing a tree structure with primitives in the leaves and operations in the nodes of the tree. The points with belong...
Lets take a planet for example ... Given camera pos and volume center I can draw a line in 3d space between the 2 points and use my noise function to get the spherical position and then resolve the cartesian position for the surface on that line
from there i move round the volume 90 degrees in 4 directions ... up down left right
that's my base diamond
I then use recursion to add my detail
to the required lod
not sure if you're familiar with diamond square ...
The diamond-square algorithm is a method for generating heightmaps for computer graphics. It is a slightly better algorithm than the three-dimensional implementation of the midpoint displacement algorithm which produces two-dimensional landscapes. It is also known as the random midpoint displacement fractal, the cloud fractal or the plasma fractal, because of the plasma effect produced when applied.
The idea was first introduced by Fournier, Fussell and Carpenter at SIGGRAPH 1982. It was later analyzed by Gavin S. P. Miller in SIGGRAPH 1986 who described it as flawed — the algorithm produce...
@Wardy I think you could do some fun tricks with that approach, like starting from a lowest LOD, and generating more verts dynamically during the frame
That's the coolest place I see it going, just use the vertex processor for a silhouette, and then in the fragment processor, iterate every detail level until you're at per-pixel accuracy
Plus, if your question isn't suited for SE then you probably haven't done enough research yourself. Unless it's just opinion based or something like that.
Well let's take a question that I have at the moment (but in this case you are right, I haven't done enough research because I've just started with this part) - How to save/clear memory when transitioning between levels (C#/XNA)