| bio | website | |
|---|---|---|
| location | Munich | |
| age | ||
| visits | member for | 1 year, 5 months |
| seen | Jun 10 at 17:39 | |
| stats | profile views | 50 |
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Sep 10 |
answered | Lost transparency in SDL surfaces drawn manually |
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Sep 10 |
asked | Lost transparency in SDL surfaces drawn manually |
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Sep 10 |
comment |
How do you pack resources in a game when you have too many of them? My first idea would be to find a suitable library like the (quite outdated...) zziplib to store all my usual assets in a zip file and then load them in my game through a custom content pipeline foe the engine. What you are basically looking for at the beginning is a way to load files from a zip file to memory to be able to use them in your game. Concerning the dlls it is quite difficult because they usually have to be in the same dir as the executable or the Windows or System32 dir which is NOT recommended! How about a SFX archive to extract to TEMP and run from there? |
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Sep 10 |
comment |
How do you pack resources in a game when you have too many of them? How do you understand the term resources? Assets like images, sounds, ... or do you include DLLs in this term? |
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Sep 10 |
revised |
How to use caching to increase render performance? Added some information for a possible boost of performance |
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Sep 10 |
accepted | How to use caching to increase render performance? |
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Sep 10 |
comment |
How to use caching to increase render performance? I really appreciate your efforts! Concerning for_each vs. generic for loop I haven't been able to notice differences in performance right now with small test maps, though I will stick to your suggestion! A custom SDL_BlitSurface method is quite... difficult for now but I will keep that in mind. And last but not least the direct rendering: I don't know why I haven't rendered all static tiles layer by layer to one big cached surface for each layer so that I do not need to iterate over EVERY tile over and over again. Dynamic entities will need this though it is just small share :D |
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Sep 9 |
comment |
How to use caching to increase render performance? @MaikSemder: I thought this should be obvious enough that the CPU is constantly at 13% usage (inspected just by watching the task manager for a first impression) when (in my current test) redrawing every few msecs about 80 tiles (combined with the repetetive creation and deletion of my ImageToRender objects) in comparison to drawing it once and then idling while there are neither animations nor movement or any input. Why should I waste resources this obviously when it can be handled much better? Furthermore drawing nothing to the screen actually results in CPU usage of < 1%. |
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Sep 9 |
asked | How to use caching to increase render performance? |
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Aug 22 |
asked | Fix broken Portal 2 Chapter Handling in my Mod |
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Aug 3 |
accepted | Texturing voxel faces separately |
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Aug 3 |
awarded | Commentator |
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Aug 3 |
comment |
Texturing voxel faces separately I was able to draw the RenderTarget2D and assign it to the cube but it does not wrap automatically! What is the general approach to wrap this cube map around the cube? |
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Aug 3 |
comment |
Texturing voxel faces separately +1 for Half Life reference! - Now I understand, I could create unwrapped textures for all possible combinations of materials precreated (which would be overkill so maybe I could create this texture during runtime) and then applying it to the voxels. Do you have any references to look up on this procedure? |
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Aug 3 |
comment |
Texturing voxel faces separately As far as I know and understand cube maps, they are used for reflections and therefore I do not see how they could be used to do what I want. Nevertheless your second approach seems quite convincing to me - one could maybe combine this with face culling. I will have a look into Blender and consider this a good solution, but I want to see what other people suggest me as alternatives. |
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Aug 2 |
comment |
Texturing voxel faces separately @Darcara: Thinking about the efficiency I have approximated an upper bound of 750 entities (unmerged voxels + custom entities) for a level - after some optimization it would be easy to merge voxels to bigger blocks (and therefore decreasing the number of entities) but at the beginning I have to have the option to build the world with voxels and individually choose the material (texture) on their visible faces during the creation. Concerning the structure of the model... I have no idea as I have used one box I found in a sample project - shame on me :( |
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Aug 2 |
comment |
Texturing voxel faces separately @Thraka: Neither have I enough experience in modelling nor did I create the model myself. Therefore I do not understand what you suggest. |
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Aug 2 |
asked | Texturing voxel faces separately |
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Jul 29 |
accepted | Ways to expose engine API for text-adventure games (XML, JS/DSL, …) |
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Jul 29 |
accepted | Introducing generic commands in text-based interactive fiction game |