Sunday, September 16, 2012

Quick update on stuff

Volumetric stencil shadows in C++ (openGL + SDL)
Finally returning to android coding after a large break from it...

I moved house and didn't have the internet for a while so I ended up doing some C++ coding... Nothing amazing, but I did learn real time volumetric shadows through opengl (which I can't currently use in Android... But maybe I can when I FINALLY shift over to OpenGL ES 2.0).



I also finally have a elipsoid -> polygon & elipsoid -> elipsoid collision library up and coded (In C++... but will convert to Android after my current project).

If anyone else is finding a pain to get their head around 3d collisions, you can get the paper I learned from here:  collision.pdf . It's very useful... though you'll have to add to it and rewrite some of it if you want it to be used for something specific (like a game engine). My advice is to add an "isStuck" variable and to save a safe location to jump back to if the elipsoid is ever "stuck". I also think there is a point where the tutorial might set the distance from intersection point to Zero... Which can cause a division by zero... But it's not a big thing... In the CollideWithWorld function, there is a point where is checks if the "collision Package"'s "nearest Distance" is equal or lower then "very Close Distance", I just changed the ">=" to ">" from what I remember.

I recently got a message from someone asking if I could give them the code I used for exporting 3d models from Blender to a custom format (Written in Python) and loading them into an Android game (written in Java) to which I WAS going to write a tutorial about both sides, but I couldn't respond to the persons message because of there privacy settings... But I still might write the tutorial at a later date... Currently my exporter and loader use ASCII which I think may be causing some slow downs when importing them into my Android engine... So I'm currently on a mission to understand binary exporting and loading... I've heard this is faster so I hope this information is correct.

When I have the binary exporter/loading code written I'm going to write a tutorial on both ASCII and binary custom 3d models which will include all the source code and explanations.