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by jcnossen
20 Jan 2010, 01:04
Forum: Engine
Topic: Planned rendering engine rewrite
Replies: 104
Views: 8340

Re: Planned rendering engine rewrite

I especially like there is a seperate class to handle ass models... May I also propose a Boundary Object Orientated Bouncing System? Call me immature, I couldn't resist anymore.. seriously someone needs to rename stuff. People have complained about less obvious words in the source comments... anyone...
by jcnossen
18 Dec 2009, 10:37
Forum: Engine
Topic: SM3
Replies: 211
Views: 19576

Re: SM3

Why should it be too much data? Once again I want to point at the chunked terrain + e.g. quadtree approach I linked. It's a widespread method used to actually make big and detailed terrain possible. With RTS games usually having a top-down view some algorithms even could be simplified removing some...
by jcnossen
17 Dec 2009, 16:42
Forum: Engine
Topic: SM3
Replies: 211
Views: 19576

Re: SM3

If so, why not use a static-mesh strategy- divide the mesh into sectors, pre-subdivided according to detail levels, keep it all static unless we need to adjust map geometry?
That is too much data, I tried that once.
by jcnossen
16 Dec 2009, 23:19
Forum: Engine
Topic: SM3
Replies: 211
Views: 19576

Re: SM3

The bottleneck is definitely all GPU.
All vertex and index data are stored in static vertex buffers, and change only when you move the camera.
by jcnossen
12 Dec 2009, 20:54
Forum: Feature Requests
Topic: SM3 (split from Mesh Deformation, Skeletal Animation, ...)
Replies: 102
Views: 11293

Re: SM3 (split from Mesh Deformation, Skeletal Animation, ...)

Baking polygon normals into the normal map is only possible when every texel corresponds to a unique world space point (so no tiling), for example when rendering static meshes.
So to be fair, don't talk when you don't understand it :/
by jcnossen
12 Dec 2009, 17:09
Forum: Feature Requests
Topic: SM3 (split from Mesh Deformation, Skeletal Animation, ...)
Replies: 102
Views: 11293

Re: SM3 (split from Mesh Deformation, Skeletal Animation, ...)

A heightmap is not a plane. If you take the normals from the textures as if they were world space normals then it would look all weird on a slope. Maybe you're thinking of converting the heightmap terrain data into a normal map. Then you don't need the TS matrix, but I tried this approach once and i...
by jcnossen
12 Dec 2009, 15:18
Forum: Feature Requests
Topic: SM3 (split from Mesh Deformation, Skeletal Animation, ...)
Replies: 102
Views: 11293

Re: SM3 (split from Mesh Deformation, Skeletal Animation, ...)

Stop mangling terms, TBN matrices are only needed for tangent-space normal mapping (which my shader does). The SM3 shaders do not operate in TS. Yes they do. In QuadRenderData.cpp line 182 it builds the TSM as part of the vertex buffer, and in terrainVertexShader.glsl at line 72 it transform the wo...
by jcnossen
12 Dec 2009, 03:06
Forum: Feature Requests
Topic: SM3 (split from Mesh Deformation, Skeletal Animation, ...)
Replies: 102
Views: 11293

Re: SM3 (split from Mesh Deformation, Skeletal Animation, ...)

PS: reflections on the terrain are pretty hard to realize, because you don't have a linear reflection plane.
You could bind the heightmap as a texture and then raycast your way through it within the shader ;)
by jcnossen
12 Dec 2009, 03:01
Forum: Engine
Topic: SM3
Replies: 211
Views: 19576

Re: SM3

- Heightmaps need to be power of two + 1, like 33x33, or 1025x1025. - You should be able to use 8 bit or 16 bit raw heightmaps. That means a 257x257 16 bit map should be exactly 132098 bytes. If it's not, then the loader can't calculate the size of it. - Power of 2 sizes are required because it's us...
by jcnossen
10 Dec 2009, 00:11
Forum: Feature Requests
Topic: SM3 (split from Mesh Deformation, Skeletal Animation, ...)
Replies: 102
Views: 11293

Re: SM3 (split from Mesh Deformation, Skeletal Animation, ...)

Also, if I recall correctly, SM3 already divides the map into regions that use the same set of splats by analyzing the blendmaps, so you'd only hit this amount if you need 24 splats in a single (small) region of the map, in which case it seems to me you'd just get an ugly brownish blur since everyt...
by jcnossen
05 Dec 2009, 01:49
Forum: Off Topic Discussion
Topic: CoD6
Replies: 27
Views: 3245

Re: CoD6

Multiplayer really sucks to due lag and also hangs my PC frequently, so I feel really ripped off :S
You can't even choose a map, hardcore servers only start from lvl19.
But mostly the lag is horrible, every decent developer knows you can't do lag free FPS combat using p2p networking.
by jcnossen
04 Dec 2009, 01:02
Forum: Art & Modelling
Topic: Random WIP 2006-2011
Replies: 8358
Views: 579081

Re: Random WIP

nice nice, aGorm has teh skillz...
by jcnossen
01 Dec 2009, 23:24
Forum: Art & Modelling
Topic: UpSpring Replacement Wishlist
Replies: 47
Views: 5760

Re: UpSpring Replacement Wishlist

One important thing we'd want to implement is some form of API for extensibility, so that we can easily write in support for assorted different things.
Yeah, I'm looking at Mono.Addins for this kind of thing.
by jcnossen
01 Dec 2009, 13:53
Forum: Art & Modelling
Topic: UpSpring Replacement Wishlist
Replies: 47
Views: 5760

Re: UpSpring Replacement Wishlist

About the language, this is really a port, not a rewrite. It will take maybe 5% of the coding time that upspring itself took. The geometry code is ported, and mainly the UI code is rewritten. In C# I can use my existing stash of code, and porting C++ to C# is also pretty easy. In any other language,...
by jcnossen
01 Dec 2009, 01:47
Forum: Art & Modelling
Topic: UpSpring Replacement Wishlist
Replies: 47
Views: 5760

Re: UpSpring Replacement Wishlist

I have just started porting upspring to C#, so the code should get a lot more accessible then (At least IMO). It should also be a lot easier to port to linux, using MonoDevelop See http://github.com/jcnossen/upspring.net Is there anyone who wants to help once I got the basics running? I only really ...
by jcnossen
28 Nov 2009, 23:40
Forum: Off Topic Discussion
Topic: CODE HUMOR (XKDC NEED NOT APPLY)
Replies: 24
Views: 3179

Re: CODE HUMOR (XKDC NEED NOT APPLY)

this thread is amazingly unfunny
by jcnossen
12 Nov 2009, 18:35
Forum: Off Topic Discussion
Topic: Maybe I'm NOT the Problem
Replies: 57
Views: 4130

Re: Maybe I'm NOT the Problem

On sphere of influence, IIRC this is also described in "7 habits of highly effective people" (stephen covey), which is widely regarded as a pretty good book on improving your life etc..
Maybe it has been mentioned here already though...
by jcnossen
13 Oct 2009, 23:45
Forum: Off Topic Discussion
Topic: Interesting article, plus a (possibly inaccurate) AF quote!
Replies: 26
Views: 2714

Re: Interesting article, plus a (possibly inaccurate) AF quote!

http://www.youtube.com/watch?v=_1nzEFMjkI4
Look at those luscious chest muscles...pumping sweaty..
OMG

Someone should make a model of this guy, technoviking is a really good game character.
by jcnossen
05 Oct 2009, 01:46
Forum: Feature Requests
Topic: Hardware tesellation?
Replies: 15
Views: 2577

Re: Hardware tesellation?

For organic units you really need a better model format with actual skinning (I mean bone weights per vertex). Would hardware tesselation really add anything without that?
by jcnossen
02 Oct 2009, 18:51
Forum: Engine
Topic: Swear words in method names
Replies: 51
Views: 6871

Re: Swear words in method names

This whole thing is only a problem for the english, who are just too polite. Maybe functions should be named SirCanYouPleaseStepOutOfTheWay ?

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