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Well I have small team of friends and we decided to make game, so a lot of problems causing us to think twice, wel first of all map, well map we thinking in future create a huge x> 1000k km, so only plausible solution is to cut into sections and render for client only 10km range(first we just thinking just stay in 100m), another thing is we make game in first person that you do actions in first person like you click, push or just watch it some things in game clock, compass, etc, next is keeping clients in 100km2(10x10) map if they in that position at least 100 that would be fine, how we should maintain it? and also weather and makes good looking in grapchic(we have talented 3d designer so he good with that), so main question which grapchic engine could provide us to these request? Thank you.
Also for objects object like house as a main object and child object is TV what should do in smart way if i want take out TV from house through game. Thank you guys for answers, I'd like to see smart answers, also if you dont understand(because in my head too much ideas), just say it and i try to rexplain it.
I have few ideas unreal engine and cryengine(damm it eats alive pc)
recently i read the gpu pro 7 article <<Real-Time Volumetric Cloudscapes>>, i want to implement a volumetric cloud system myself.
i create the 3d noise texture accord to the article.
and write the shader, test it. but i found it's hard to model the cloud.
i use the sample cloud density code from the article, and a weather texture from the video which embed in the siggraph 2015 ppt.
and the result is not good.
the article didn't said how to mapping the weather texture to the sky dome?
and how to generate the weather?
i found the left bottom weather texture in the video maybe is not the original weather texture, it's just used show some info.
has someone do the same thing?
any suggestion will be so appreciate.
thanks.
I have a black and white heightmap image where rivers/ocean is black land is progressively whiter as it gets higher (as a heightmap does)
I want to be able to place a population, set it's fecundity rate, it's lifespan, generation length, rate of death of offspring before age of puberty, and death from pregnancy rate.
I then want this program to tell me how this species spreads across the map, divides into clans, and countries.
I want to be able to track a family line from begining to end and their associations.
And I need to do this through about 10,000 years. I would like to be able to track forward or backwards in time without it altering the results as well.
----------
Is there a program that does this?
How hard would this be to do?
Would anyone be willing to help me make this?
Having to do these things manually is a real pain and having this would be extremely helpful. Obviously I don't do it to the extent I'm asking for but I'd like as much detail as possible to work with.
The main issues I see with this is the number of instances for the population which to get up to modern times, assuming a full world map would be around a billion at the end of the simulation... of course once it gets to that amount I don't think a billion individuals would be needed...
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So, today I played around a little with my main function and decided to print out the argv and argc arguments in the main function.
This resulted in the following being printed out :
Commandline argument amount : 1. 1. /Users/name/Library/Developer/Xcode/DerivedData/Playground-bdassylsrksorocyjtssfnwfbkpg/Build/Products/Debug/Playground Input anything to continue. a Program ended with exit code: 0
After the '1.' it prints out the command line argument, my question is why does it have that command line argument? And what is it used for?
Here's the code I used for this little program :
#include <iostream> int main(int argc, const char* argv[]) { std::cout << "Commandline argument amount : " << argc << "." << std::endl; for (int i = 0; i < argc; i++) { std::cout << std::endl; std::cout << i + 1 << ". " << argv[i] << std::endl; } std::cout << std::endl; std::cout << "Input anything to continue." << std::endl; std::string inpt; std::cin >> inpt; return 0; }
Hellow!
I'm going to do skin mesh, I don't know whether I 'm in the right way.
Here's the code:
struct Vertex1
{
float3 pos;
float3 normal;
float2 texcoord;
};
struct Vertex2
{
float4 weights;
float4 ids;
};
And I have 2 vertex stream, std::vector<Vertex1> v1, std::vector<Vertex2> v2, then I use these 2 stream to create two vertex buffer vb1 and vb2;
The question is :
How to set vertex buffer? VSSetVertexBuffer( 0, 1, &vb1); VSSetVertexBuffer( 1, 1, &vb2);
How big the stride ? sizeof(Vertex1) + sizeof(Vertex2) ?
Another question is :
If I want to combine the two kind of vertex, how can I do ?
The new Vertex look like this:
struct Vertex
{
float3 pos;
float3 normal;
float2 texcoord;
float4 weights;
float4 ids;
};
If the mesh is not skined, I just use pos,normal,texcoord, can I set the stride to sizeof(pos) + sizeof(normal) + sizeof(texcoord)? and use a input layout with 3 elements?
When the mesh is skined, the whole Vertex will be used, and the input layout will be 5 elements.
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