D3DXMesh
category: general [glöplog]
plasmas... well, let's just say the arrow-plasma-thingy in palindromeda suger was the first time i ever managed to write a plasma that didn't look like utter crap, and that was with "coaching" by kb :).
i really, really suck at anything that requires some fiddling with parameters to get good results, with no obvious measure of what's better or worse; i just have absolutely no feel for this kind of stuff.
i'd rather stick to designing+implementing algorithms and let the others try to find good parameters. what can i say, it's been working for me the past 10 years :)
i really, really suck at anything that requires some fiddling with parameters to get good results, with no obvious measure of what's better or worse; i just have absolutely no feel for this kind of stuff.
i'd rather stick to designing+implementing algorithms and let the others try to find good parameters. what can i say, it's been working for me the past 10 years :)
Quote:
i'd rather stick to designing+implementing algorithms and let the others try to find good parameters.
word.
Quote:
i'd rather stick to designing+implementing algorithms and let the others try to find good parameters.
yeah, so basically, when you don't have a designer in your team, you are pretty much screwed..
-> Any ambitious groups out there still in need of a motivated coder?
(my latest stuff: here and here)
yep.
good thing we do have them. :)
good thing we do have them. :)
jar: wanted: more demos like this:
http://www.pouet.net/prod.php?which=3865 :)
http://www.pouet.net/prod.php?which=3865 :)
smash: yeah, that's jar/alien prophets. he's really in some other league compared to me i guess -> i should change my handle (although i have it since 1997, earliest AP release is 1998, but well..)
jar: oh haha, i thought you were the same guy. handle change requested.. :)
done :) (well, until i make up something better..)
Another nice feature of D3DXMesh is the PRTEngine (PRT = Precomputed Radiance Transfer). Hand your mesh to the engine, and it gives you efficient ray/mesh intersection functions.
just saw that ID3DX10Mesh already supports multiple VBs/streams and even has DrawInstanced, very nice! Unfortunately, I am staying with dx9..
Oh, and, as smash said: D3DXSimplifyMesh is awesome! It does use quite a lot of time on big meshes, though...
i love messing with parameters!
well actually i hate it, but i will do it anyway until it looks "perfect"
well actually i hate it, but i will do it anyway until it looks "perfect"