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-1

I used CropResolutionPolicy, a new policy developed by Martin, check it out here http://android.kul.is/2013/10/andengine-tutorial-dealing-with-screen-sizes.html


0

I believe that the best approach is to split the texture in many files and loading them on demand. Probably your problem is that you're trying to load larger textures that you would need for a complete 3D scene and you are using Allegro for that. For the big zoom-out you want to be able to apply, you have to use mipmaps. Mipmaps are lower-resolution ...


3

Most professional modelers have little expectation that the model in-game is going to look exactly like it does in Maya. The engineers have a very strong responsibility to provide tools for very quickly visualizing models using the game's rendering engine. This may be by allowing models to be re-loaded in game so there's no long shutdown/startup process to ...


1

3D modeling software packages like Maya usually include a great variety of options for rendering. For instance, Maya itself includes several software and hardware-accelerated renderers, and 3rd party renderer plugins can be used. Different renderers have different features and support different effects, but for the most part, they're designed for ...


1

so surely the game engines needs the same render as Mayas to reproduce the effects created in Maya? They don't need to be the same, only the results need to be the same. Since you seem to think Maya's the reference, you can call what you see in Maya the expected result of a renderer rendering what is contained in the model. Break the renderer's stuff ...


3

Using an existing scripting language like Lua may be overkill for your needs, but on the other hand it also actually solves your needs with a minimal amount of effort wasted reimplementing the wheel. I would reconsider its use. Especially as a scripting language of this type can come handy in plenty of other places. If you really just don't want to use ...


0

The others gave a bunch of good reasons - Aesthetic (cut scenes, desired look&feel of the game), Multiplayer balancing, Performance drop with wieder FOV, but I want to add some ideas to the technical aspect: Especially the technical issues are probably more convoluted than many of you think, since a lot of processing is done on GraphicsBuffers and these ...


0

One thing no-one else has mentioned is testing. Every aspect of control you give a player is another variable you have to test for. For approximate full coverage, you effectively have to play through at each potential FoV, in case you get graphical issues only on one level under particular circumstances when you're in widest FoV or narrowest, or "when you ...


2

OpenGL provides occlusion queries, described here. They are not exactly simple to use, but I believe they will do what you need. Basically, you create an occlusion query object, then "activate" it with glBeginQuery during the rendering that you want to analyze. After you are done drawing the geometry of interest, call glEndQuery and glGetQueryObject, ...


0

As a developer, changing the field of view is a precarious decision to be made. This would also need to be a decision made early in game, in a multi-person studio it's important that a minimum frame rate and FOV are determined early on so that animations and Occlusion culling have something strict to work by. Of course Occlusion Culling can be based of ...


-1

From a user perspective the main reason is that in multiplayer a wider FOV gives an unfair advantage.


36

4A Games, the developers of Metro: Last Light were receiving a lot of criticism for not having a FoV slider in their game. Community manager Maurice Tan defended their decision on the Steam forums as follows: The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible. In ...


12

Not having a FOV slider in your game due to budget or technical reasons is a non argument. FOV is just one parameter in the creation of the view-projection matrix. After you have a proper matrix all the other calculations will follow by themselves. To word it in another way, making the FOV changeable means that only one line of code needs to be changed (in ...


3

Fundamentally I think this is a problem with the grid-based ray casting being a pretty inaccurate and granular approximation of the 'real' thing you're trying to simulate. No matter what you'll do you'll run into problems. Instead of thinking about it in terms of the specifics of the iteration and implementation, think of it as if your world was actually ...


2

I know you don't want to render, but is this a hard requirement? How about rendering to a texture, and then reading the resulting pixels from the texture? no screen rendering will take place, and you will be taking advantage of the hardware to do it for you. Here's a tutorial that seems to explain how render-to-texture works. If you really don't want to do ...


1

Initial idea based off your Actor structure: You are basically just wanting a character to be null, if you have removed it from the list that updates and renders it why not just set act=null; to handle resource disposing in DestroyActor() and track the resources themselves as part of your overall design. Otherwise these items will not be handled correctly ...



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