I cast a deadly shadow … No, not yet, I but I am working on it
Studying brains is no excuse not to work on this once in a while, huh.
First comes first, I have had a look at the rotation system. And found this:
_rot_rate += D3DXVECTOR3
(som.x / _moi.x,
som.y / _moi.y,
som.z / _moi.z);
The Angular velocity seemed to be added correctly. Subsequent test reveal that precession does happen in engine. You have to spin pretty quickly for it to be obvious, though …
As per Enter’s request, I am implementing shadow Maps. Shadow volume seemed to be a pretty dead end after some investigation, primary because:
1. Depth Pass will break if the camera is in shadow. This will happens a lot thanks to the shadows cast by planets.
2. Depth Fail will consume an enormous amount CPU power when to produce the caps. Since physics will also consume a lot of CPU power, this will not do well for the performance.
I am trying to understand the samples that came with SDK. Hopefully I will figure it out before getting into trouble for not concentrating on studying.
Oh Firelance, according to knowledge I have being provided during study of the brain, zombie outbreak is an extremely improbable scenario. For starters, the muscles are no longer capable of contracting once the Calmodulin signaling pathway breaks down. And that pathway requires active ATPase linked Calcium pumps … which of course require a functional Citric Acid Cycle…
No offense, but Aric James is about as scientifically sound as Most CCTSM’s inventions …
[Edit by CCTSM: Hey! If the inventions work, they're entirely scientifically sound - if they weren't, how would they work?]





July 6th, 2007 at 10:12 pm
How often do they work