1,984 reputation
1419
bio website
location
age
visits member for 2 years, 2 months
seen yesterday

A game developer, not really indie or commercial. Trying to find a way...


2d
comment Communication pattern in Entity Component System
@MLProgrammer-CiM I'm speaking from experience (having worked with more than three sufficiently different systems of this kind, as well as having developed an advanced scripting engine on my own). But of course, think whatever fits your religion. I do suggest getting off that high horse of yours, though. You're the one asking others for a solution to your problem, after all.
2d
comment Communication pattern in Entity Component System
@MLProgrammer-CiM CPU caching? Seriously? Too bad there are very few guarantees on how memory allocations are handled in managed languages. Most likely you'll still get one for each class instance and possibly even much more (as needed for the garbage collector). As for shooting feet, it seems to me that's exactly what is happening now. The game does not get built, thus you don't have data to use for actually profiling the performance to improve your engine which doesn't seem to get built also. Success? I think not.
2d
comment Communication pattern in Entity Component System
@MLProgrammer-CiM What someone definitely has done before is just avoided the pointless overengineering and used whatever works until it doesn't. Nothing wrong with classes inheriting from a single entity class. The question has no purpose in the context of making a game. Pretty much any system, no matter how subjectively horrible, can be modified to support all required features. So it's beyond me how people take ECS all the time (because this garbage is supposed to be "the true way" or whatever) and subsequently can't deal with it themselves.
Nov
20
comment Why does accessing a uniform float make my shader more than twice as slow?
@Tyler Twice as slow compared to what? 16/32 ms or 0.001/0.002ms? Also, is the uniform value a nice round number (0,1,2,-1 etc.)? There's a possibility that the GPU tries to recompile the shader if the uniform has a conveniently optimizable value (for example, having 0 in calculations would disable some of them completely and having 1 would remove uniform reads and multiplications).
Oct
13
comment Shader - Calculate depth relative to Object
@MaT only if you don't need the actual "normalization", you could simply subtract object position projection from vertex distance
Oct
13
answered Shader - Calculate depth relative to Object
Oct
2
comment HDR and Alpha Blending
For alpha blending, alpha is necessary for the factor because there's no other way to multiply it to the destination color. But there's nothing to worry about with FP16 framebuffers.
Oct
2
comment stencil shadows - doom 3 engine - precision errors - shadow cracks - why?
Agreed. 7 digits is just about the maximum amount of precision you can expect from 32-bit floating point numbers (a.k.a. C/C++ float). You've easily used up 5 of those. en.wikipedia.org/wiki/…
Oct
2
answered HDR and Alpha Blending
Oct
2
comment Fighting aliasing on specular highlights
@cubrman I didn't say it would. Just that if you do MSAA resolve on it, that would be the reason why MSAA isn't helping. But I guess your only option is to reduce specular highlights in all possible ways (reduced intensity, reduced power).
Oct
1
comment Fighting aliasing on specular highlights
@cubrman It's not about the render target used for rendering, it's about doing MSAA with LDR (8 bits per channel). And about XNA... well, that sucks. If this is really important to you, you might want to switch to another Direct3D wrapper for C#, like SlimDX.
Sep
30
awarded  Outspoken
Sep
30
comment Fighting aliasing on specular highlights
Are you rendering everything in HDR? Is MSAA applied on the HDR buffer? If so, try to apply it after converting to LDR. It just looks like MSAA isn't affecting those highlights at all.
Sep
24
awarded  Autobiographer
Sep
23
comment Distort a quad with a World Matrix
@cubrman I meant flattening the quad, not the matrix - by scaling the vertices with a scale(1,1,0) matrix. As for perspective transformation and spaces - the spaces are made up to explain concepts. Vertices don't magically change their space, they're simply assumed to have some kind of space.
Sep
22
answered Distort a quad with a World Matrix
Aug
30
awarded  Yearling
Jul
20
comment Lua Implementation
Not really an answer since it doesn't use Lua but since I had some time on my hands and I was curious about how it would look exactly in code, I tried to implement a part of your system using my scripting engine - SGScript (sgscript.org). You can download the code (precompiled Windows x86 binaries are included) here: sgscript.org/files/sgs-entities.zip P.S. Please let me know if there's anything important missing from the example or just anything else that you'd like to see there. I'm looking for as many use cases for testing as I can get my hands on. :)
Dec
9
awarded  Nice Answer
Nov
12
awarded  Popular Question