How would one approach this? Could you do it with basic nodes in UDK, no custom code? On a slightly related note, I have been looking into learning to code in Cg, now that eat3d has a DVD. I was reading some tech papers on engines that use deffered shading and I noticed that they are very limited in the type of shader you…
I downloaded a c FFT code from a US navy public server about 30 yrs ago if your interested (I made a few changes) ... the windowing functions also work well in FIR filters
hardcore dawg I wish :) I was coding mocap analysis stuff, the FFT was supposed to be used for finding suitable cutoff frequencies for FIR filters but in human motion it's nearly always 6 hertz. I can't remember how I found it, possible when looking for cross validated quintic splines ;)
yo thats hardcore dawg i wish i was doing that 30 years ago. Windowing like a hann window? Also im always for porting to Rust as a member of the Rust Evangelism Strike Force I think i got it figured out, this is the color scheme based off the desert. Right now it's a mock spectrum but it was like shader coding, helper…
some more random mundane win32 controls for me.... some gradient display controls (working off the base gradient data) so you can have a visual representation from the Win32 Open File dialog... has three options diagonal (should be square or just looks skewed :) ) horizontal and vertical everyone loves a windows open file…
created my own version of max's Blizzard and Superspray.... to start I've added 2 new default mesh objects... both quads with one having additional data passed in a mapping channel so it can be used with camera facing shaders... the other is just ordinary mapped quad with vertex shading dependent on the particle age..... I…
Thanks @Eric Chadwick! I don't think its a terribly heavy shader. It relies on the smoothstep function and the graphics hardware's internal automatic bilinear filtering. Both of which should be available to OpenGL ES devices. I tested the scene at the "Android" OpenGL ES2 rendering feature level and the distance field…
unfortunately I disabled the convert to mesh code now I can't find it :) any way heres the planar (z=0.0) unit point to quad code.... //********************************************************************************************
// where quad is defined as.... // c----d
// | |
// | |
// | |
// b----a inline void…
I'm not a technical artist but I do write scripts from time to time, mostly just to save myself from "death by momentous task". This time around I got tired of shuffling objects around renaming materials and triangulating meshes when I was exporting to UDK. So I wrote a quick, simple little script that handles that stuff…
added a constrain to gizmo option (some interesting maths to solve it) so the field can be moved "as one"..... unfortunate this led to some dreadful flicker in the modifier ui :( I was going to show the code solution but it's a waste of time struggling with the nutty formatting on here! :/