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Hello, anyone know about 3d-emluator system?


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#1 Someday

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Posted 26 September 2005 - 11:46 PM

The company needs to build an simulation-system(Xemluator-systemX) using 3d graphics.
But I haven't the experiences in it!
So I decide to choose an existing 3d engine to do it, which will save a lot of time for us to make one.
I have read some articles on this topics but still have some questions.

1. In the system, there must be some events, how to define and invoke them?(I just know the event-mechanism of MS windows.)
2. I am new in this field, can anyone give some advises on it? Thanks a lot!

#2 kusma

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Posted 27 September 2005 - 12:49 AM

what do you mean by emulator-system?

#3 Someday

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Posted 27 September 2005 - 01:07 AM

kusma said:

what do you mean by emulator-system?

Maybe it should be "Simulator"? Sorry for my poor english!

It's a system that simulate the realism of sth, such as a traffic system or etc...

#4 Francois Hamel

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Posted 27 September 2005 - 01:20 AM

1) there are many ways to deal with events...
2) Read lots of books and tutorials, be patient and work hard.
3) Good luck to you and your company.
I post with style, do you?
http://fhamel.blogspot.com/

#5 Someday

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Posted 27 September 2005 - 01:26 AM

Francois Hamel said:

1) there are many ways to deal with events...
2) Read lots of books and tutorials, be patient and work hard.
3) Good luck to you and your company.

Maybe you are sneering...

I am looking for help and advises, also I am searching related info about it.

#6 bladder

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Posted 27 September 2005 - 02:59 AM

1. You can use a similar mechanism as MS Windows uses. It works just fine. What's the problem exactly? Do you want alternatives to windows's methods? Or do you want info on how to recreate the windows event system? Have you chosen a language to do this in?

2. Advice is that you're going to have to be really patient, and come back to this place as often as possible. Some better advice would be to be more specific with your posts :)

#7 SnprBoB86

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Posted 27 September 2005 - 03:35 AM

Not to be offensive or anything, but if there is a company relying on you to help them build an effective simulator, you may be doing them a disservice by attempting to build a simulator without experience. You should admit your lack of knowledge in the area and offering to help hire and oversee someone who is better suited to the task.
Brandon Bloom
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#8 Someday

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Posted 29 September 2005 - 02:28 AM

SnprBoB86 said:

Not to be offensive or anything, but if there is a company relying on you to help them build an effective simulator, you may be doing them a disservice by attempting to build a simulator without experience. You should admit your lack of knowledge in the area and offering to help hire and oversee someone who is better suited to the task.

Thanks for your advise all the same!
Maybe what you said is right, but I am still self-confident with this project.
I have the experiences in building a 3d home designing product, which uses opengl to represent the scene, furnitures and other things.
Though I am not that designer of the product above, but I attent the coding job and also fix its bugs. When I were doing it, what I tried to master were its architecture and patterns.

Oh god! Then I should give up this project?
But could I do it well through studying hard? This is why I come to this place and ask for help.

But I am not angry with anyone here, because what you said is not wrong after all.
But shouldn't we try to master more and more things?

Welcome for more advises.

#9 Ed Mack

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Posted 29 September 2005 - 04:47 PM

Your experience with the home designing product will probably be really helpful, as you've groked the overall structure of such a beast. With your work-ethos, you should be able to create the intended system.

#10 hqpsy

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Posted 01 October 2005 - 09:54 AM

It would really help if you knew what the 3d part should do. If it's a (small) static 3d-world that you can navigate around, say some traffic lights and some roads, then it's not hard at all to set it up with the "commonfiles" that comes with DirectX.

#11 cypher543

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Posted 24 November 2006 - 06:52 AM

Quote

But shouldn't we try to master more and more things?
Of course! However, let's look at the details...

You took a job in which you must build a simulator, yet you have no experience with such things. Hmmm... sounds fishy. Honestly, why take the job in the first place? It's common knowledge that you can't be the best at something the first time you do it. So, yes, you could take the time to learn and understand the things needed to complete your job, but this is the company's time you are wasting here. Plus, the system won't be as good as it would have been if you were an expert on the subject. It's costing them because you don't know how to do your job. They could easily hire someone who has the experience and completely eliminate the need for the employee to learn about the system they are trying to make. It's not about self-confidence, it's about what your employer wants. Your employer wants someone who can build a simulator, not someone who must spend the company's time learning how to do it.

So, I have to agree with Someday and say that you should pass the job on to someone else.

#12 Nick

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Posted 24 November 2006 - 10:41 AM

Every project should be preceded by a feasibility study. Give yourself at most one week to decide whether you can finish the project successfully, i.e. within time, within budget, and with client satisfaction. It's ok to invest time in learning new things, but you should at least have the capacity and a certain expertise to have confidence in success. If after a week you're still undecided, forget about it. It's not worth the risk for your company. If it seems feasible, good luck!





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