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  Thread: [Solved]geometry & math
Post: RE: Do you even math ?

In your case the player orientation is probably one of the Right or Forward vectors that are contained in the player's matrix, this depends on how your player geometry is imported. Both the A and B s...
georgatos7 Beginner Questions 8 6,362 07-04-2016, 08:59 PM
  Thread: [Solved]geometry & math
Post: RE: Do you even math ?

Hi, about the first problem you can do either: A) Dot(PlayerOrientationVector, (EnemyPosition-PlayerPosition)) If the above is > 0 then your player is facing the enemy within the 90 degrees margi...
georgatos7 Beginner Questions 8 6,362 07-04-2016, 10:13 AM
  Thread: A change of direction
Post: RE: A change of direction

Ah i see, that's kinda sad since i was hoping to get a nice up to date book on DirectX. Maybe i'll reconsider the DX11 book + Rastertek Tuts for the future as you proposed.
georgatos7 Offtopic 66 57,231 04-15-2016, 07:06 PM
  Thread: A change of direction
Post: RE: A change of direction

(04-14-2016 02:33 PM)3DRaddict Wrote:  I've just purchased Frank Luna's latest book "3D Game Programming with DirectX 12". So with that as my guide over the next couple of months, I'll be porti...
georgatos7 Offtopic 66 57,231 04-14-2016, 08:35 PM
  Thread: Shader Experimenting (includes source)
Post: RE: Shader Experimenting (includes source)

Hey, the project files and the source for the glow post process are up. It's very customizable since almost all the shader parameters are exposed to the editor. Hope you enjoy, next will possibly be ...
georgatos7 Showcase 4 8,589 03-27-2016, 11:32 PM
  Thread: Shader Experimenting (includes source)
Post: RE: Shader Experimenting (includes source)

(03-23-2016 04:05 PM)RedcrowProd Wrote:  If someone build the shader, we can use it, but else you need source to edit/create a shader yourself right ? and you can import the shader to another pr...
georgatos7 Showcase 4 8,589 03-23-2016, 09:39 PM
  Thread: Shader Experimenting (includes source)
Post: Shader Experimenting (includes source)

Hey there, it's been some time since i was experimenting with some custom post process shader effects. In most cases when i was feeling that any further fine-tuning should have been project related i ...
georgatos7 Showcase 4 8,589 03-23-2016, 03:41 AM
  Thread: A change of direction
Post: RE: A change of direction

Very interesting approach. It makes a lot of sense to try to achieve a different and more realistic behavior the closer you get to the shore especially since in this case water is a main gameplay elem...
georgatos7 Offtopic 66 57,231 02-26-2016, 12:56 AM
  Thread: The ROOM
Post: RE: The ROOM

Glad you find it interesting man, i also found the outcome fun to play with so i thought i'd share.
georgatos7 Showcase 18 18,637 02-23-2016, 04:41 PM
  Thread: The ROOM
Post: RE: The ROOM

[img]http://s25.postimg.org/8q2sru5jz/image.png[/img] Hey just for a small update, while i was trying to find a way to implement IK to handle the character's hands for this test project i have gone t...
georgatos7 Showcase 18 18,637 02-23-2016, 04:15 PM
  Thread: A change of direction
Post: RE: A change of direction

Y as Tottel proposed maybe you could re-evaluate your waves position and normal on the CPU but just for the single position you are interested to place your floating object. I think i remember reading...
georgatos7 Offtopic 66 57,231 02-19-2016, 11:11 AM
  Thread: A change of direction
Post: RE: A change of direction

That's some really nice progress you have done there, it's really inspiring and informative. I follow this thread with great interest for quite some time now.
georgatos7 Offtopic 66 57,231 01-28-2016, 10:48 PM
  Thread: Recolorable textures
Post: RE: Recolorable textures

As an example since within a shader it is better to avoid conditionals if you want to maintain good performance, especially with older gpus, this is what i would probably try first. Again this is a s...
georgatos7 Graphics 6 5,673 01-28-2016, 09:01 PM
  Thread: Recolorable textures
Post: RE: Recolorable textures

Hey can you post a screenshot of the model you want to achieve this effect on? For now i can only guess two different cases that you might need to consider. If your model can afford having the parts ...
georgatos7 Graphics 6 5,673 01-26-2016, 10:12 PM
  Thread: [Bug Grass] on editor
Post: RE: [Bug Grass] on editor

Hmm indeed looks like a bug. I can't contribute to any solution or fix but very nice scene btw.
georgatos7 Support 12 8,861 01-24-2016, 02:14 PM
  Thread: [Bug Grass] on editor
Post: RE: [Bug Grass] on editor

Hi, the video is private.
georgatos7 Support 12 8,861 01-24-2016, 12:26 PM
  Thread: Error
Post: RE: Error

Yeah make sure you make a custom VS2015 install and tick all the 3 Visual C++ choices it offers. I think the XP Support and the common tools are the important maybe you can skip the foundation classes...
georgatos7 Support 3 4,548 12-29-2015, 11:45 PM
  Thread: Merry Christmas!
Post: RE: Merry Christmas!

Happy Christmas op and all.
georgatos7 Offtopic 7 9,644 12-25-2015, 09:51 PM
  Thread: shader programming tutorials
Post: RE: shader programming tutorials

Yeah thanks for the interesting tut.
georgatos7 Tutorials 2 4,571 12-23-2015, 10:22 PM
  Thread: 2D Pysics
Post: RE: 2D Pysics

Hey, just access the actor's freezeposX, Y or Z method so that you can constrain its movement on just the 2 axis that you need and then proceed in applying the force, velocity, etc in any way that you...
georgatos7 Physics 4 5,429 12-23-2015, 12:59 AM