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Aug
3
awarded  Yearling
Jul
24
comment P2P card game: Shuffling without knowing the final order?
Side note: "verifiable + difficult to guess" can be applied to all situations where secrets have to be "locked in place", so in theory it's possible to create a strategy game with fog of war similarly, signing the partially secret actions as the game goes on and revealing them after it ends, when no unfair advantage can be gained.
Jul
24
revised P2P card game: Shuffling without knowing the final order?
added step for shuffling own deck, to avoid letting others force or predict cards in a rematch
Jul
24
answered P2P card game: Shuffling without knowing the final order?
Jun
25
awarded  Caucus
Aug
3
awarded  Yearling
Feb
4
comment How to draw efficiently large number of objects with alpha blending?
They will still flicker if it's not exact. Drawing the fully opaque pixels with z-buffer enabled without blending and the partially transparent ones with depth-sorting back to front in a second pass after all opaque geometry was drawn should be more efficient.
Feb
4
comment How to draw efficiently large number of objects with alpha blending?
Occlusion checking between trees won't work, as the textures are at least partially transparent and the target tree is a billboard and not a point. Occlusion checking against other objects may work though. Z-buffer sorting doesn't work properly on semi-transparent pixels, wich is why they must be drawn back to front. Culling is a good idea if you do it before sorting the trees.
Feb
4
comment How to draw efficiently large number of objects with alpha blending?
Where is the bottleneck: on the CPU or the GPU?
Nov
7
comment Heightmap, Voxel, Polygon (geometry) terrains
@MartinSojka Thanks for pointing this out, I've corrected my answer. Now that I've thought about it, the reason why so many games use heightmaps is probably that they work well for collision detection and that they're really easy to edit.
Nov
7
revised Heightmap, Voxel, Polygon (geometry) terrains
correction about memory usage of mesh geometry terrain, added note about physics performance with heightmaps and mesh terrain
Nov
6
comment Heightmap, Voxel, Polygon (geometry) terrains
@NickWiggill The meaning of "voxel" seems to have changed quite a bit in the last 10 years. I'm going with the current Wikipedia definition of voxels as values on a regular 3D grid. The entry on Outcast mentions the difference in meaning. I've added to my answer to clarify this.
Nov
6
revised Heightmap, Voxel, Polygon (geometry) terrains
clarified voxels
Nov
6
revised Heightmap, Voxel, Polygon (geometry) terrains
added Voxatron
Nov
6
comment Heightmap, Voxel, Polygon (geometry) terrains
@NickWiggill It depends on how you define voxel graphics. Fractalus, for example, seems to be ray marching a fractal and therefore has next to no memory impact and theoretically infinite resolution. It's quite fast without 3D acceleration, but almost none of the usual benefits of voxels apply. Many older games used a variation of ray marching to render heightmaps because of the automatic occlusion culling and faster LOD. While the rendering method is similar, true voxel graphics (with voxel data, not formulas or heighmaps) is very different to what these games use.
Sep
13
comment For voxel rendering, what is more efficient: pre-made VBO or a geometry shader?
You can bind the vertex buffer to an isamplerBuffer or usamplerBuffer uniform in the shader, then do lookups with texture(name_of_uniform, index). Another option would be to bind the buffer to a uniform array, wich gives you more freedom in what vertex format you want to use.
Sep
12
comment For voxel rendering, what is more efficient: pre-made VBO or a geometry shader?
It may be a good idea to check for adjacent voxels in the geometry and/or vertex shader and discard the vertices or skip the faces if they are occluded. Otherwise, the GS solution will increase the used bandwidth instead.
Aug
29
comment How are voxel terrain engines made?
GPU Gems 3 has a chapter about voxel terrain: http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html
Aug
23
awarded  Enthusiast
Aug
22
revised How can I make water appear darker with depth, like in Minecraft?
clarified surface vector directions, improved method for mapping depth with occluding surfaces, added note about angle of incidence