Session Start: Fri Feb 15 00:00:00 2008
Session Ident: #gamedev
[00:29] <kaotrix> Hey
[00:29] <kaotrix> Call me crazy but I find it hard to believe that you can only export meshes
[00:29] <kaotrix> There's got to be a way to use those meshes for other engines.
[00:50] <FMJ0bama> most likely so
[00:51] <FMJ0bama> i'm not an authority on it tho, so i could be wrong
[01:54] <sort> :<
[01:55] <chandler> :>
[01:55] <sort> turn that frown upside down!
[01:56] <sort> but only if you fix my code :<
[01:56] <baaba> >:
[01:56] <chandler> :<
[02:00] * _Gambit- is now known as Gambit-
[02:03] * joey_ is now known as chandler
[02:30] * johnb- is now known as johnb
[03:21] <megatron1> if you were writing your own crappy raycaster to learn, how would you dra
[03:21] <megatron1> actually thats a crap idea... scrap that...
[03:22] <megatron1> i guess just drawing lines is far more accurate, just trying to visualise
[03:22] <megatron1> not actually got to that part yet
[03:25] <Astaroth_> just rwite a simple shader and cast some rays against a 3d texture or hei
[03:26] <Astaroth_> http://ati.amd.com/developer/rendermonkey/index.html is a nice sandbox id
[03:26] <megatron1> thanks mate!
[03:27] <megatron1> you'll be disgusted to know i started doing in in basic c# 2d gdi functio
[03:28] <Astaroth_> http://www.vrvis.at/via/resources/PR-HScharsach-1/ has some nice tips, bu
[03:28] <Astaroth_> nah, 99% of people would probably do it on the cpu
[03:28] <Astaroth_> but its actually easier in a shader, if you have at least pixelshader 2.0
[03:28] <Astaroth_> to get a decent amount of iterations you'll need ps3.0 tho
[03:29] <megatron1> great article thanks
[03:29] <megatron1> i think i do have ps3.0 got a 7900 gt card
[03:29] <megatron1> perhaps not..
[03:29] <Astaroth_> yup, thats perfect
[03:30] <Astaroth_> should be able to do a decent amount of iterations too
[03:30] <megatron1> presumably these pixel shaders allow for agressive amounts of tracing ove
[03:31] <Astaroth_> I made a test with about 1000 iterations per pixel in 1680x1024 with a fe
[03:31] <megatron1> jee wiz!
[03:31] <megatron1> sounds good
[03:31] <Astaroth_> you probably wont get that kind of performance in software, at least not
[03:31] <megatron1> i'm still just getting to grips with the concepts of it (learner)
[03:47] <chandler> megatron1
[03:48] <khaotrix> http://www.unrealplayground.com/forums/attachment.php?attachmentid=42234&d
[03:48] * khaotrix is now known as kaotrix
[05:02] <kaotrix> Anyone worried about the game industry after this generation? Games will be
[05:02] <kaotrix> One of two things could happen after this generation
[05:04] <kaotrix> Sony/Microsoft's next console will be so technologically advanced that it w
[05:05] <kaotrix> Or Microsoft and Sony will follow Nintendo's example by ditching all of the
[05:06] <ht7z> heh, consoles and hardcore gamers..
[05:07] <kaotrix> Yeah hardcore console gamers exists.
[06:38] * Flagg_ is now known as Flagg-
[08:38] * Conkerjo is now known as Conk|AFK
[08:50] * FMJ0bama is now known as FMJaguar
[09:09] <Anddos> i need help with BoundingBox
[09:09] <Anddos> put the 8 corners to worldspace
[09:10] <Anddos> how to construct the loop
[09:10] <Ghaleon> the loopz?
[09:10] <Ghaleon> phat bass?
[09:11] <Anddos> the for loop
[09:11] <Anddos> the amount of corners
[09:11] <Anddos> the net sucks for examples
[09:11] <Anddos> so once i figure it out
[09:11] <Ghaleon> @_@
[09:12] <Ghaleon> for (int i = 0; i < 8; ++i)
[09:12] <Ghaleon> @_@
[09:12] <Anddos> i will put better tuts on the web
[09:12] <Ghaleon> lyez
[09:12] <Anddos> but what goes in the loop body?
[09:12] <Anddos> to put the x y z to world
[09:13] <Anddos> i have the min and max
[09:13] <Anddos> of the mesh
[09:13] <Ghaleon> there is no loop for the corners
[09:13] <Ghaleon> probably why you cant find it
[09:14] <Anddos> so what do i do after getting min max values?
[09:14] <Anddos> height and width
[09:14] <Ghaleon> transform them by the matrix you transform the model by?
[09:14] <Ghaleon> you need to be more clear in what you're looking for
[09:14] <Anddos> transfom the min and max values?
[09:14] * Astaroth_ reccomends multiplying each vertex by 0
[09:14] <Ghaleon> you have the min/max coords of the mesh?
[09:15] <Anddos> with Translation?
[09:15] <Ghaleon> translation & rotation
[09:15] <Ghaleon> SRT
[09:15] <Anddos> i need to transform the min and max values from object space to world space
[09:16] <Ghaleon> yep
[09:16] <Anddos> otherwise if the mesh moves the boundingbox stays where it is
[09:16] <Ghaleon> that's what you do
[09:16] <Ghaleon> D3DXVec3Transform or some such
[09:17] <Anddos> so that puts the objects min and max values to world space?
[09:18] <Anddos> and the values are stored in VEC3 x . y . z
[09:18] <Ghaleon> yep
[09:18] <Ghaleon> but you need the matrix for the transform
[09:18] <Anddos> so that means you have todo it 8 times for each corner
[09:18] <Ghaleon> hopefully you know how to build that ;P
[09:18] <Ghaleon> yes
[09:18] <Anddos> this is going to be tricky
[09:19] <Anddos> but i like coding so i wont give up
[09:19] <Anddos> :)
[09:20] <Ghaleon> Goonies never say die
[09:21] <Anddos> i am trying to think which corner is which
[09:21] <Anddos> to set each VECTOR
[09:23] <Anddos> m_objectBounds[0] = D3DXVECTOR3( minBounds.x, minBounds.y, minBounds.z ); //
[09:23] <Ghaleon> doesn't matter
[09:23] <Anddos> is that right?
[09:23] <Anddos> http://www.toymaker.info/Games/html/collisions.html
[09:24] <Anddos> i am looking at this
[09:25] <Ghaleon> as long as you keep the same order, it doesn't matter what the order is
[09:26] <Anddos> would there be away to draw each corner
[09:27] <Anddos> corindates to screen
[09:27] <Ghaleon> you can draw points but they get super tiny
[09:27] <Ghaleon> D3DPT_POINTLIST
[09:30] <Astaroth_> woot! http://techreport.com/discussions.x/14147
[09:30] <Astaroth_> (GeForce 8 graphics processors to gain PhysX support)
[09:31] <Anddos> so the D3DXVec3TransformCoord( &worldBounds[i], &m_objectBounds[i], &matWorl
[09:31] <Anddos> worldBounds[i].xyz will be to test condtions for collision?
[09:32] <Anddos> those values
[09:34] <Ghaleon> yesch
[09:40] <Anddos> ghaleon just gonna paste the code to pastebin
[09:40] <Anddos> and tell me if its ok so far
[09:41] <Anddos> http://pastebin.com/m470f29ff
[09:44] <Ghaleon> 42
[09:44] <Ghaleon> Ghaleon is too busy to accept
[09:44] <capisce> Anddos: opengl?
[09:45] <Anddos> no
[09:45] <capisce> why not?
[09:47] <Ghaleon> opengl is for basement trolls ;D
[09:50] <Anddos> worldBounds[0].x
[09:50] <Anddos> is just showing wierd small squares to console
[09:51] <Anddos> wsprintf(data, "%d\n" , worldBounds[0].x);
[09:51] <Anddos> WriteConsole(Console,data, sizeof(data) , &written, NULL);
[09:51] <capisce> Anddos: just render the object to a texture and compute the bounds by itera
[09:51] <capisce> Anddos: you need to render the object three times along the three axes
[09:52] <Anddos> huh
[09:53] <Anddos> http://pastebin.com/m59dd8277
[09:54] <capisce> is the bounding box supposed to be axis aligned or not?
[09:55] <Anddos> think so
[09:55] <capisce> in world space or in object space?
[09:55] <Anddos> world
[09:55] <capisce> what you get there in the end might not be axis aligned
[09:56] <capisce> in that case you need to transform before you compute bounding box
[09:56] <Anddos> why does outputting to console show as small squares?
[09:56] <capisce> maybe you should use sprintf and not wsprintf
[09:57] <Anddos> whats the .h for it
[09:57] <Anddos> stdio?
[09:57] <capisce> yep
[09:58] <capisce> I think the recommended one is snprintf actually
[09:58] <capisce> which checks for buffer overflow
[09:59] <Anddos> hmm the value is just saying 1.0000000
[09:59] <Anddos> and i move my mesh
[10:00] <Anddos> so i expect the worldBounds to change to the same value
[10:00] <Anddos> :(
[10:02] <Anddos> any idea?
[10:03] <capisce> well, the matWorld variable doesn't seem to be set according to the actual
[10:03] <capisce> don't you need to initialize it?
[10:03] <Anddos> Inverse it?
[10:03] <capisce> no, set it to something other than an identity matrix
[10:04] <capisce> you never set it to anything
[10:04] <Anddos> D3DXMatrixIdentity
[10:04] <Anddos> so it needs to be the same matrix thats in the render loop?
[10:05] <Anddos> so make it as a function param?
[10:06] <Anddos> d3ddev->SetTransform(D3DTS_WORLD, &(matTrans));
[10:06] <Anddos> you mean that?
[10:08] <capisce> yeah
[10:09] <Anddos> yeh
[10:09] <Anddos> to which
[10:09] <capisce> CreateBoundingBox will need it too
[10:09] <capisce> void CreateBoundingBox(LPD3DXMESH Mesh, const D3DXMatrix *matWorld)
[10:10] <capisce> or somethinbg
[10:10] <Anddos> unless i put the main matrix as a global
[10:10] <Ghaleon> I would recommend against the render to texture method ;D
[10:13] <Anddos> exellent
[10:13] <Anddos> i just had to put the matrix as global
[10:13] <Anddos> :)
[10:13] <Anddos> now the value changes in console
[10:13] <Anddos> when i move the mesh
[10:15] <Anddos> now the collision with another boundingbox is like Min > Min2
[10:15] <Ghaleon> well, if you don't rotate it is ;D
[10:15] <Ghaleon> rotated bbox iz pwn
[10:16] <Ghaleon> get read for da maffs
[10:16] <Ghaleon> create normals from each of the sides of the box, and then check to see if
[10:17] <Anddos> so this is how game ai bump in to each other?
[10:18] <wkr4k4r> thats bad programming
[10:18] <wkr4k4r> they shouldnt bump much
[10:18] <wkr4k4r> heh
[10:18] <Ghaleon> for reals
[10:18] <Ghaleon> they should get next to each other
[10:18] <Ghaleon> but not inside
[10:18] <Anddos> yeh
[10:19] <Anddos> so when there aside each other do you tell translation to pull it back
[10:19] <Anddos> so it cant go through it
[10:20] <Ghaleon> you test future position
[10:20] <Ghaleon> as opposed to moving and then moving back
[10:20] <Ghaleon> so like (position + velocity + corner)
[10:20] <wkr4k4r> if you move then move back it could tunr into a hell hole
[10:21] <wkr4k4r> you dont want that
[10:21] <wkr4k4r> heh
[10:21] <wkr4k4r> well you have to test after each character moves
[10:21] <wkr4k4r> if you move a bunch
[10:21] <wkr4k4r> then move some back
[10:21] <wkr4k4r> hell hole...
[10:21] <wkr4k4r> if 3 get together...
[10:21] <Ghaleon> moving back = newb
[10:22] <wkr4k4r> definitely
[10:22] <Ghaleon> if you move back, you could be moving back into someone who just moved into
[10:22] <wkr4k4r> yea
[10:22] <wkr4k4r> 3 together
[10:22] <wkr4k4r> heh
[10:22] <Ghaleon> test future = safes
[10:23] <capisce> that's for cowards
[10:23] <capisce> best approach is to wait a couple of frames and see if problem resolves its
[10:24] <Ghaleon> lawls
[10:24] <capisce> then you can start pushing interferring objects away
[10:24] <Ghaleon> force push, young jedi
[10:25] <capisce> yes, push them down the stairs
[10:26] <capisce> if there is an embarassing situation in the physics simulation you can just
[10:26] <capisce> then he won't notice
[10:26] <Ghaleon> ooo shinies
[10:30] <Anddos> is it better to render in a new thread?
[10:31] <Anddos> to stop lagging?
[10:32] <Ghaleon> only if you know what you're doing
[10:33] <Ghaleon> and only if the hardware has a free cpu to run that thread on
[10:33] <Ghaleon> and various other variables
[10:34] <aav> 'x' is an important variable
[10:35] <aav> always goes down well with bosses
[10:35] <aav> "it depends on x"
[10:35] <aav> "i estimate i'll be done with this task in 5x weeks"
[10:43] <Ghaleon> my project will finish in (3x + 5y)(3 - x) weeks
[10:44] <aav> he'll gauss eliminate you for that
[10:48] <[Relic]> Hello :)
[10:48] <Ghaleon> Halo 2 U 2
[10:49] <[Relic]> :)
[10:52] <Anddos> wtf
[10:52] <Anddos> i cant seem to output mesh2 values
[10:53] <Anddos> here is the full function
[10:53] <Anddos> http://pastebin.com/m7af4809b
[11:02] <Anddos> worldBounds2[0].x seems to get the same value as worldBounds[0].x
[11:02] <Anddos> :/
[11:05] * Disconnected
[11:05] * Attempting to rejoin channel #gamedev
[11:05] * Rejoined channel #gamedev
[11:05] * Topic is 'http://www.ziggyware.com/news.php?readmore=586 | http://tinyurl.com/338gra'
[11:05] * Set by Ziggy-!~Zygote@ip68-105-7-7.br.br.cox.net on Sun Feb 10 13:02:46
[11:06] <capisce> is that wrong?
[11:06] <Anddos> yes
[11:07] <Anddos> il take a screenshot
[11:09] <Anddos> btw what render states can i use to make it look better?
[11:10] <Astaroth_> none
[11:10] <Anddos> http://img20.imageshack.us/my.php?image=workwt1.jpg
[11:10] <Anddos> worldBounds2[0].x seems to get the same value as worldBounds[0].x
[11:10] <Astaroth_> you cant just enable a renderstate and make stuff look better
[11:11] <Anddos> i dont know what the problem is
[11:12] <Anddos> CreateBoundingBox(meshSpaceship , meshSpaceship2);
[11:12] <Anddos> http://pastebin.com/m7af4809b
[11:20] <Ghaleon> D3DRS_MAKEEVERYTHINGLOOKBETTER
[11:23] <Anddos> why wont a mesh show up thats got a material as a bitmap
[11:23] <Anddos> that i did in 3dmax
[11:32] <Ghaleon> too many water melons?
[11:33] <capisce> not enough cowbell?
[11:33] <Anddos> help :/
[11:34] <Anddos> right ive loaded 2 meshs both the same
[11:34] <capisce> Anddos: take it slow, read the documentation, read books, look at sample co
[11:34] <Anddos> http://img20.imageshack.us/my.php?image=workwt1.jpg
[11:34] <capisce> don't try to do everything at once before you have a solid understanding of
[11:34] <Anddos> will there both get the same object cords after converting?
[11:34] <Anddos> to world
[11:34] <Anddos> because its showing they have
[11:35] <Anddos> worldBounds2[0].x seems to get the same value as worldBounds[0].x
[11:35] <Anddos> thats what i cant understand now
[11:36] <Anddos> see what i mean?
[11:39] <Anddos> would it have anything todo with &matTrans
[11:40] <Ghaleon> possibly
[11:41] <Anddos> shall i create a new matrix for the second mesh?
[11:41] <Anddos> see if that works
[11:56] <Anddos> god dammit
[11:58] <Astaroth_> maybe you should start with something simpler, like figuring out what a r
[11:58] <Astaroth_> then when you've got a basic understanding of the fundamentals, move on t
[11:58] <Astaroth_> then in a couple of months, start experimenting with collision detection
[11:59] <Astaroth_> you've been asking about bounding boxes here for 2 weeks now
[11:59] <ht7z> just give up and go drink some beer
[11:59] <Astaroth_> thats also a good option
[12:00] * Astaroth_ gives up and drinks beer
[12:00] <Anddos> i just dont understand why both meshs is getting the same world cordinates
[12:00] <Anddos> yet there far apart
[12:01] <Astaroth_> how can you expect to do collision detection when you dont even know how
[12:01] <Astaroth_> unless you're just trolling
[12:01] <Anddos> i do know how to
[12:02] <Astaroth_> nuh uh
[12:02] <Anddos> the render question was asking about meshs with bitmap
[12:02] <Astaroth_> exactly, which you'll figure out with 1 simple google query
[12:03] <Astaroth_> directx texture mapping
[12:04] <Anddos> well first wanna sovle this problem
[12:12] <Astaroth_> was I too bunt? :P
[12:12] <Astaroth_> blunt even
[12:12] <eTrece> lol
[12:14] <eTrece> kick chuck norris in the shin and get punched in the face
[12:35] <Ghaleon> roundhouse punched in the face
[13:10] * Marenz is now known as Marenz_
[13:33] <stringa> hey....what program will allow me to see what .dll's need to be in the Prog
[13:34] <realtime> PE Explorer does it
[13:36] <stringa> thanks
[13:42] <stringa> damn, i put in the D3DX dll's and the app opens and closes right away
[13:56] <hailviral> hi
[13:56] <PitDroid> privet, hailviral
[13:56] <Ghaleon> you're not supposed to distribute the d3dx dll's
[13:57] <Ghaleon> there's a program that will download them for people who need them
[13:59] <hailviral> can someone tell me why my strafe collision isn't working
[13:59] <hailviral> http://rafb.net/p/qZQAPi84.html
[14:01] <Ghaleon> change "bool OnCollision(tVector3 TestPoint)" to "bool OnCollision(const tV
[14:01] <Ghaleon> other than that, iunno...
[14:02] <Ghaleon> probably maths
[14:02] <Ghaleon> debug! ;D
[14:15] * sbox[i] is now known as realtime
[14:30] <auspex> awww yeah
[14:33] <Ghaleon> awww nope!
[14:33] <kermit`> >_<
[14:34] <Ghaleon> kermitose`
[14:36] <kermit`> Ghaleonsan
[14:40] * Ghaleon dunks kermit` in da waterz
[14:40] <Ghaleon> refrawgitize
[14:40] <kermit`> huhu :D
[14:40] <kermit`> now, where is ma' coffe ms Ghaleon?
[14:45] <Ghaleon> kawfee wuz outlaweded
[15:24] <chandler> hi
[16:03] <Ghaleon> hi2u2slaqr
[16:03] <kermit`> :)
[16:05] <Ghaleon> ;D
[16:05] <Ghaleon> who'z up for some slaqrball?
[16:06] <kermit`> \o
[16:06] <Ziggy-> :O
[16:06] <Ziggy-> wuz dat?
[16:07] <kermit`> you look at a ball and say "nah, too slaq to kick it"
[16:09] <Ghaleon> yesch
[16:09] * Ghaleon sipz at mug
[16:11] * chandler is now known as CHANDLER
[16:12] <CHANDLER> i am intimidating now
[16:12] * CHANDLER is now known as chandler
[16:16] <Ghaleon> :O
[16:16] * Ghaleon scurrd
[16:17] <Ghaleon> ren chandler chandlerserve
[16:17] <chandler> so ghaleon
[16:17] <chandler> wahts this new ip u gotz
[16:18] <chandler> is it peggle
[16:18] <chandler> i hera they looking for xbox live and ds ports
[16:20] <Ghaleon> is dat wut u hurd
[16:21] <Ghaleon> http://www.joystiq.com/2008/02/07/popcap-denies-peggle-ds-rumor/
[16:23] <chandler> lol
[16:23] <chandler> Ghaleon shaking in his bootz
[16:23] <chandler> i know u know i know
[16:23] <chandler> im jk
[16:24] <chandler> wheres ur other ip
[16:24] <chandler> the one u said u making
[16:24] <chandler> last year
[16:24] <chandler> is it coming out say....may
[16:32] <Ghaleon> lawls
[16:32] <Ghaleon> yeschish
[16:32] <Ghaleon> I tells u it's not werth askin
[16:33] <directhex> sweetness, got my liquid cooling all setup on my htpc
[16:33] <directhex> now, i need to set it up on 360
[16:34] <Ghaleon> yer htpc dances at ravez?
[16:36] <directhex> yeah, i pour a few glow sticks in
[16:37] <directhex> reserator is teh huge
[16:42] <Ghaleon> http://www.firstshowing.net/2008/02/13/first-look-gavin-hoods-x-men-origins
[16:42] <directhex> bionic commando now please
[16:46] <Ghaleon> bionic woman commando
[16:53] <chandler> bionic commando is cool
[16:54] <chandler> we should get remakes of more clasics
[16:54] <chandler> megaman x
[16:55] <directhex> yeah the trailer on live looks cool
[16:58] <Ghaleon> no
[16:58] <Ghaleon> there is already a perfect MMX remake
[16:58] <Ghaleon> it's on PSP
[16:58] <Ghaleon> and it totally kixx azz
[17:02] <chandler> ye
[17:04] <Ghaleon> the MM1 remake is not so hawty
[17:05] <[Relic]> Hello :)
[17:07] <chandler> yea mm1 wasnt a good game to begin with
[17:07] <chandler> so hard!
[17:08] <Ghaleon> wutwut
[17:08] <Ghaleon> no wei
[17:08] <Ghaleon> perhapz u haz not seen my shert
[17:09] <Ghaleon> http://www.the-nextlevel.com/features/promos/mega-man-040406/mega-man-shirt
[17:09] <Ghaleon> Iknow itz #2
[17:09] <Ghaleon> but I beated MM 1-7
[17:16] <Squee-Wrk> Everyone likes Mega Man. Only filthy godless commies don't like Mega Man,
[17:19] <echello> i am mega man
[17:32] <chandler> i want that shirt
[17:32] <chandler> lmao
[17:40] * savag1 is now known as randelPRO
[17:47] <Ghaleon> megaman is not a laughing matter
[17:47] <_Butcher_> sure it is
[17:48] * Bibendum is now known as Minion
[17:58] <Ghaleon> only if you don't know how to do bump mapping on the DS
[19:41] <Sembiance> heh, people sure do love solitaire. People are playing over 120 new hands
[19:57] * pingsweep is now known as Yahoosoft
[20:19] * Yahoosoft is now known as CyrixLord
[20:26] <echello> hi
[20:32] <honkykong> k
[20:32] <honkykong> hi2u
[20:39] <wkr4k3r> anyone know the best way to form a matrix from one transformation to anothe
[20:39] <wkr4k3r> i need to aim a gun over time
[20:39] <wkr4k3r> slerp is giving me a path that goes out of bounds
[20:39] <wkr4k3r> should i just go after it with x and y?
[20:39] <wkr4k3r> there must be a better way
[20:39] <wkr4k3r> than some cheat like that
[20:40] <wkr4k3r> than x and y and the distance and speed to determine aim?
[20:40] <wkr4k3r> slerp will work for small movements
[20:41] <wkr4k3r> should i just move yaw until slerp returns a good value then follow it?
[20:41] <wkr4k3r> ?
[20:41] <wkr4k3r> yaw and pitch
[21:13] <Dr_Rambo> what the hell is squee doing on saturday
[21:13] <Dr_Rambo> hehe
[21:17] * CyrixLord is now known as YahooSoft
Session Close: Sat Feb 16 00:00:00 2008