Search found 2387 matches
- 20 Jan 2010, 01:04
- Forum: Engine
- Topic: Planned rendering engine rewrite
- Replies: 104
- Views: 14137
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...
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...
Re: SM3
That is too much data, I tried that once.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?
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.
All vertex and index data are stored in static vertex buffers, and change only when you move the camera.
- 12 Dec 2009, 20:54
- Forum: Feature Requests
- Topic: SM3 (split from Mesh Deformation, Skeletal Animation, ...)
- Replies: 102
- Views: 22703
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 :/
So to be fair, don't talk when you don't understand it :/
- 12 Dec 2009, 17:09
- Forum: Feature Requests
- Topic: SM3 (split from Mesh Deformation, Skeletal Animation, ...)
- Replies: 102
- Views: 22703
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...
- 12 Dec 2009, 15:18
- Forum: Feature Requests
- Topic: SM3 (split from Mesh Deformation, Skeletal Animation, ...)
- Replies: 102
- Views: 22703
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...
- 12 Dec 2009, 03:06
- Forum: Feature Requests
- Topic: SM3 (split from Mesh Deformation, Skeletal Animation, ...)
- Replies: 102
- Views: 22703
Re: SM3 (split from Mesh Deformation, Skeletal Animation, ...)
You could bind the heightmap as a texture and then raycast your way through it within the shaderPS: reflections on the terrain are pretty hard to realize, because you don't have a linear reflection plane.
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...
- 10 Dec 2009, 00:11
- Forum: Feature Requests
- Topic: SM3 (split from Mesh Deformation, Skeletal Animation, ...)
- Replies: 102
- Views: 22703
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...
- 05 Dec 2009, 01:49
- Forum: Off Topic Discussion
- Topic: CoD6
- Replies: 27
- Views: 6515
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.
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.
- 04 Dec 2009, 01:02
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1221493
Re: Random WIP
nice nice, aGorm has teh skillz...
- 01 Dec 2009, 23:24
- Forum: Art & Modelling
- Topic: UpSpring Replacement Wishlist
- Replies: 47
- Views: 13567
Re: UpSpring Replacement Wishlist
Yeah, I'm looking at Mono.Addins for this kind of thing.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.
- 01 Dec 2009, 13:53
- Forum: Art & Modelling
- Topic: UpSpring Replacement Wishlist
- Replies: 47
- Views: 13567
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,...
- 01 Dec 2009, 01:47
- Forum: Art & Modelling
- Topic: UpSpring Replacement Wishlist
- Replies: 47
- Views: 13567
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 ...
- 28 Nov 2009, 23:40
- Forum: Off Topic Discussion
- Topic: CODE HUMOR (XKDC NEED NOT APPLY)
- Replies: 24
- Views: 6060
Re: CODE HUMOR (XKDC NEED NOT APPLY)
this thread is amazingly unfunny
- 12 Nov 2009, 18:35
- Forum: Off Topic Discussion
- Topic: Maybe I'm NOT the Problem
- Replies: 57
- Views: 9646
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...
Maybe it has been mentioned here already though...
- 13 Oct 2009, 23:45
- Forum: Off Topic Discussion
- Topic: Interesting article, plus a (possibly inaccurate) AF quote!
- Replies: 26
- Views: 5229
Re: Interesting article, plus a (possibly inaccurate) AF quote!
OMGhttp://www.youtube.com/watch?v=_1nzEFMjkI4
Look at those luscious chest muscles...pumping sweaty..
Someone should make a model of this guy, technoviking is a really good game character.
- 05 Oct 2009, 01:46
- Forum: Feature Requests
- Topic: Hardware tesellation?
- Replies: 15
- Views: 4631
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?
- 02 Oct 2009, 18:51
- Forum: Engine
- Topic: Swear words in method names
- Replies: 51
- Views: 12252
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 ?