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bio website ccoder.co.uk
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visits member for 1 year, 11 months
seen Feb 17 at 22:37

I first got in to programming for a hobby, then it led to a career, now it's just an excuse to make a mess in my head.

Strangely though its easy to get addicted to the mess.

So here I am, confused as ever, asking questions.

You can't know it all though, something's gotta give ;)


Apr
9
awarded  Popular Question
Feb
15
answered How can I maintain saved game backward compatibility?
Feb
11
comment What interface should be responsible for specifying the initial position of a game object?
what i mean is that if i render something at position (0,0,0) do I draw it or not? well that's based on what the camera for your scene is currently looking at, if its looking in the direction of (0,0,0) and relatively close you probably do want to render it so the problem is twofold ... what's my object position, and whats my camera looking at. The width and height may be determined in the same way, by the size of the object and the distance to the camera.
Feb
11
awarded  Quorum
Feb
11
answered What interface should be responsible for specifying the initial position of a game object?
Feb
11
accepted How can I render from a buffer that exists and was created on on the GPU?
Feb
11
answered How can I render from a buffer that exists and was created on on the GPU?
Feb
11
accepted Producing a smooth mesh from density cloud and marching cubes
Feb
10
comment Using Appendbuffers in unity for terrain generation
its not a fix though :(
Feb
10
revised Using Appendbuffers in unity for terrain generation
edited body
Feb
10
comment Using Appendbuffers in unity for terrain generation
:O ... um ... my bad that's a typo!
Feb
10
comment Opengl Compute Shaders support?
sounds like you have the right hardware level and either you're looking in the wrong place for API stuff or you're missing something so I would go update my drivers (should give you the latest openGL version).
Feb
10
comment Generating terrain using Marching Cubes
Hey Sammael, are you doing this on the CPU or GPU? I'm trying to figure this out on the GPU at the moment, curius to know if you ever cracked this and would be interested in giving me some pointers?
Feb
10
comment Techniques for reducing terrain shader complexity
Couldn't the under water stuff be done by the water shader ... since technically water is either a deep blue or taken at least part form the terrain below using refraction and and reflection in varying amounts based on depth. Water would also be rendered "in place of" a terrain pixel where the heightmap is lower than the height of the water.
Feb
10
asked Using Appendbuffers in unity for terrain generation
Feb
5
comment How to do collision detection for fluids in 3D?
Surely your fluid is represented by a mesh, so its simply a matter of doing a collision detection on that mesh.
Jan
14
awarded  Popular Question
Dec
21
comment How can I render from a buffer that exists and was created on on the GPU?
since technically unity prevents you keeping the data on the graphics card and rendering the buffer through a vertex shader i'm going to have to go with this, but really i wanted a direct from gpu to screen solution. Having said that, since asking this question i have decided to rethink my solution.
Dec
16
comment Unity/VS debugging only with UnityVS?
imx ... "worth" depends on your value of being ableto use VS directly with unity, personally i can use either VS or mono develop and be just as happy but then im pretty flexible others have their own "preference" which might result in them considering it being worth more or less. In short: For what it costs ... its not overly expensive in my opinion.
Dec
15
comment What size textures do I need for a 2D grid based game if my tiles are larger than textures I have?
seems pretty obvious to me