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


Jan
18
answered DirectX 8.0 SDK
Jan
1
comment Rendering objects with either normal maps, either specular maps, or with both, or with neither?
It's really hard to tell much without additional data. Both methods look valid - they will work and are likely to be fast. Commercial engines have gotten away with much less optimal rendering setups so I'm not sure if the question has value beyond satisfation of curiosity. So why don't you try both in various scenes and measure the frame time? Surely it doesn't take much time to implement both?
Dec
23
comment Creating a glitch effect similar to Watch Dogs
Of course the effect can be achieved in realtime. Texture offset maps + overlays, possibly in multiple layers and/or animated. It's all quite trivial, apart from the art asset creation process, which might take some time.
Dec
18
comment Problem getting mouse events while keys held down in SDL2
@sol_var SDL2 delivers events as given by the OS. I'm only aware of laptop trackpads disabling themselves when some keys are held. So my suggestion is that you check other, non-SDL2 applications for simultaneous mouse+keyboard usage possibilities.
Dec
11
comment Entity/Component System - Unique Behaviour
Yet another "I'm using ECS and I can't do something, please validate my design" question? If it doesn't fit your game, don't use it - it's that simple. ECS is never about having less code anyway (which is indeed a great goal, btw).
Nov
25
comment Understanding diffuse lighting in The Division
Looks like a basic diffuse light to me. Even the wall itself is not as bright at that distance.
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