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


33m
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.
36m
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/…
46m
answered HDR and Alpha Blending
56m
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).
1d
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.
1d
awarded  Outspoken
2d
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
Aug
30
awarded  Yearling
Mar
7
comment What's the appropriate way to define configuration settings of game objects for a proper code accessed via C++?
@sharethis Have you seen any Linux-oriented C project? They have way more #defines and they "somehow" seem to be working just fine.
Mar
7
comment What's the appropriate way to define configuration settings of game objects for a proper code accessed via C++?
Everything's fine, just go with what you have. Those so-called experts rarely consider practical matters so do your best to take everything they say with a grain of salt. All they care about is "perfect" use of C++ while I'm sure you care more about getting things done. The goals obviously do not match.
Mar
3
answered Why does matrix multiplication lead to different result if it's done on CPU, compared to GPU(shader)?
Feb
26
comment How can I have parent-child transform in a component system?
Yeah, I was just taking about that "inheritance vs. ECS" part. You're right about transforms being a different/another problem.
Feb
26
comment How can I have parent-child transform in a component system?
You're misinterpreting the point of E/CS - it is meant for data-driven game object behavior composition. If being data-driven isn't necessary (and it usually isn't), simple composition is more than enough.