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visits member for 1 year, 5 months
seen Apr 3 at 18:25

Enthusiast. No formal computer science education (yet). Interested in 2D and 3D rendering techniques and shader programming. Actually making own engine for RPG game.


Jan
18
awarded  Popular Question
Jan
3
comment Do I need multiple perlin noise generators for different features in terrain generation?
Ups, It's more like, tree_type = (int)((value - 0.5) / 0.5 * 3), If less than 1, no tree at that coordinates, from 1 to 3, any of the three tree meshes.
Jan
2
comment How to get pixel coordinates between 0,1 from SV_POSITION
It is an array/structure of 4 elements as an optimization. It is the same as why some APIs represent vectors as arrays of 4 floats even if the last element is not used for anything. Maybe somebody can post a link to a good explanation of why. I could not find one in my bookmarks.
Jan
2
comment Do I need multiple perlin noise generators for different features in terrain generation?
Only add to existing answers that you may want to implement an erode algorithm pass: float4x4.net/index.php/2010/06/… to obtain believable heights distribution. Apply a noise pass to the xz plane (assuming y is up) to obtain areas with more flat terrain was smart too and maybe no need for the erosion pass. Placements of things like trees will require its own pass, for example, anything belows 0.5 means no tree, above that means tree, or different types of tree. If you have 3 tree meshes, tree_type = (int)((value - 0.5) / 3)
Dec
24
comment Xna GraphicsDevice.IsFullScreen causes strange resolution stretching artifacts
If graphics are 2D, do not set PreferredBackBufferWidth/Height when changing to/from full screen. Decide the fixed screen size most convenient to your game graphic assets or target platform, render them to a RenderTarget2D then use SpriteBatch.begin() passing a properly configured scaling matrix (not hard to calculate) to get a "fill preserving aspect ratio" effect, with letter box when the screen aspect ratio is not the same as your game chosen one. You need to implement something like this: david-amador.com/2010/03/…
Nov
21
awarded  Yearling
Oct
14
comment HTML5 2D Game Renderer
It's true that performance differs. That is a point in favor of a renderer interface with different implementations. For a 2D game, write a webgl renderer and a 2D context renderer does not convince me. If the game needs webgl to perform ok, It will probably be too slow in 2D context anyway.
Oct
13
answered Drawing Sprites at Correct Z-Index without A Sprite Map?
Oct
13
answered HTML5 2D Game Renderer
Sep
24
comment How does a single non-artistic programmer make a game?
Games like chess are played for the intellectual challenge, no matter if it is a real chess table or a virtual one. But most video games people touches are chosen thinking in immersion. If you find a way to deliver that without depend on visual assets then all is OK. Looking at the answers people had tried and some had very high level of success with low levels of dependence on visuals and music. I'm aiming for that too. Low cost immersion is not impossible.
Sep
19
answered Should I create generic bitmap/sound/et cetera wrappers for Allegro?
Sep
17
answered When two moving objects collide, which one sends the message, and which one recieves it?
Jul
12
answered Lightweight Simple Fast-Object Collision Detection Algorithm/Logic
Jul
12
comment Lightweight Simple Fast-Object Collision Detection Algorithm/Logic
Do a simple rectangle intersection test but at an "absurd" short time step (resulting in high FPS) is what some published games already do. I remembered a post from Joost's Dev Blog about how he solved the problem by fix the fps at 6000 (or it was 1000?) or so, (not that the op should do the same). Lamentably I cannot post the link as I cannot find it in my bookmarks right now. But a search on the blog should hit it.
Jul
1
comment Allocating Entities within an Entity System
+1 because of the index + version tag. It inspired me to try it too.
Jul
1
comment Why does this game loop stop my process from responding?
Please, confirm: you can move the mouse cursor over the window and your game receives mouse events, only problem is that you cannot close the main window. If answer is "yes", then maybe you are not checking for an exit condition, I don't see such code in your main loop, but maybe that code is in the update method.
Jun
27
answered Level Representation in a 2D Game
Jun
26
comment Delta Time in Videos
Some very old games may work on modern systems if they are vsynced or have a way to turn on vsync. If simulation have to wait for screen refresh that will limit the max FPS they may reach.
Jun
25
answered Rendering order in an Entity System
May
17
comment Collision detection problems using AABB's
Warning: you wrote "Then move Y and check collision, if there is a collision, then move along X-Axis?" Its Y-Axis. Probably a typo. Yes, that my current approach. For very large displacements, more than your sprite width or height, you need to divide in smaller steps, and that is what I mean with the L analogy. Beware of not applying a large displacement in y axis and then a large x, you need to divide both in small steps and intercalate to get correct behavior. Something to care only if large displacements are allowed in your game. In mine, I know they will occur. So I prepared for it.