yeah it's space colonization, seems to give a more "natural" looking tree. the biggest change I made to the algorithm I used was to add a normal to the points so you can add a growth direction bias (it's also very useful in other main application for emitters as scattering tools). Also a good decreasing sides cylinder…
Thanks :D Yeah, that was my main focus. To try and let you work as normal, but be wrapping properly. Right now it wraps on start, but then after that unless you have a SubObject element selected, it doesnt simulate/waste CPU. So as soon as you select a vert/edge/face/border/element, it converts the selection and begins…
If people didn't know/see already, I've updated my bitmapResourcer again the other day. It should now be maybe as fast as it originally was, but without memory issues. I also fixed some other small bugs. Also, testing right now, I currently have 900 images loaded out of almost 3000, and it's going fine.
a little arcane (and a right pain to workout/code) perhaps but I've managed to get my point emitter to be a "proper" max pipeline object like editable mesh, splines and poly. Doesn't sound much but it saves a lot of faff with each emitter having to handle everything individually can now be moved to a single mod that works…
dunno if this fits in here: I got the go ahead from a candian chap who was the original creator of the 3ch topic generator to reinterpret his work. Anyway I've been fucking my mind with allsorts of complicated stuff which is probably piss-easy to an actual programmer, but it's more fun than sudoku, right?…
Not sure if this is the place to ask for quick advice, but it is the project I'm currently working on. I'm working on figuring out taking my Hi-Res Sculpt and making it into something usable in a game. Right now I'm hung up on transferring maps from the zBrush sculpt to the Maya Model. So far I have the basic process…
Several of you guys are proficient in Unity right? I want to see how easily you can match or beat the performance of my humble Flash flock code, here - http://rumblesushi.com/turbo_flock.html Seeing as you have GPU access it should be fairly easy, but I'm curious as to what kind of flock size you can get in Unity running…
I'm working on a cube map shuffler, plus RGBM encoder. I call it SixSides. Still screwing around with the UI, and reading up on equirectangular(panorama) to cubic projection, and vise-versa. Using SFML right now plus VC++. Might switch over to Qt, so it's easier to port to OS X. I suck so bad at UI layout though xD
I made some progress with my automatic slice-9 (or any slice setup for that matter) detection and realtime resize preview I am using it right now for some website CSS stuff, in the UI there is also a code output (CSS, xml, engine XYZ,.. ) which I use to copy and paste CSS attributes. The slices themselves are generated as…
^ Call that double stuck now. CS5 needs Flex SDK 3.*, all guides regarding FlashDevelop and Flex 3 are outdated in regards to the UI. I managed to link the SDK version and compile a simple Hello World; all I got was a blank Flash player canvas... I think I'm giving up on this, learning DirectX11 (and maybe WPF) is a lot…