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bio website olhovsky.com
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visits member for 3 years, 2 months
seen Sep 17 '13 at 22:51

The Big O.


Jul
22
comment Game Sound Effects Availability
@3nixios: I know, I wasn't speaking directly to you :)
Jul
21
comment Game Sound Effects Availability
If a question is a dupe, then flag it as a dupe, instead of wasting rep and time on downvoting every question/answer involved, in my opinion.
Jul
21
comment Game Sound Effects Availability
Perhaps, but the downvote I got was before that link was posted. (Note that the link was posted Jul 4, and I posted this Jul 3).
Jul
21
comment What are the Elements of an MMO Game?
Actually the term "MMO" refers to games where many players can interact together in the same environment. For example, even though Starcraft 2 has millions of online players, it is not called an MMO. But I like the spirit of your answer, so maybe change it to reflect what I've just pointed out?
Jul
21
comment What are the Elements of an MMO Game?
There are enough pointless MMO questions on this site to create a noobmmo.stackexchange.com.
Jul
19
comment Options available to a programmer on the Main Game Loop
I think you meant that you've seen part 4 of this question asked elsewhere.
Jul
19
awarded  Organizer
Jul
19
revised Options available to a programmer on the Main Game Loop
edited tags
Jul
19
comment Is there a way of using XNA+Xbox 360 with the current generation of 3D televisions?
@Roger Perkins: You're right about the guide display. I didn't consider that.
Jul
18
comment Is there a way of using XNA+Xbox 360 with the current generation of 3D televisions?
I think that the 360 guide would be displayed just fine.
Jul
18
comment Aquaria-like graphics look in 3DS Max?
The asker wants to know how to create 2D drawn graphics in a 3D modelling tool. That doesn't make sense, and the best answer is really that you shouldn't try to. Pick a better tool for the job.
Jul
17
answered 3ds Max - How to Cross Edges
Jul
16
answered Organizing platformer game into classes
Jul
12
comment AABB of rotated sprite?
3nixios: You dont, which is why I said that you perform the translation after using the rotation matrix. The reason being that I was concerned that performing the translation before the rotation would be wrong. However, I was mistaken and using a 3x3 matrix multiplication should work out.
Jul
12
comment AABB of rotated sprite?
I think you meant a 2x2 matrix representing rotation. Perform the rotation on the original AABB using the rotation matrix, then perform the translation.
Jul
11
comment Material vs Material Pass
For example, consider drawing a house, with some bloodspatter applied to a wall. If the bloodspatter is dynamic, you may draw the house in one pass, and then bloodspatter in a second pass. In this type of scenario, two passes is likely better than one pass, due to pixel shader ALU savings, as the bloodspatter only affects a small part of the house. Also, it might not be possible to draw many bloodspatter textures in a single pass, due to limitations of what can be done in some shader models (e.g. instruction limits, shader register limits).
Jul
11
comment Material vs Material Pass
Rendering a material in multiple passes costs CPU time in GPU state changes (setting different textures, switching techniques, setting shader variables). So sometimes it is beneficial to do the drawing of objects in one pass, even if there are multiple materials applied to the object. Or, sometimes doing multiple passes saves pixel shader time or texture bandwidth, and it's worth it if that's where your game is bottlenecked.
Jul
11
comment Material vs Material Pass
That depends on what effect you are trying to apply to the geometry. They may require their own pixel and vertex shader. More often they will only require their own pixel shader. In some cases you can use the same pixel and vertex shader. It all depends on what you're trying to draw -- the phrase "material pass" does not imply that you will have one or multiple pixel/vertex shaders. It's common to do a single pass to draw a piece of geometry that has multiple different looks, using a texture to specify where the shiny parts are, where the dull parts are, etc.
Jul
10
comment Material vs Material Pass
The underlying API (like DirectX) has no knowledge of a "material" or a "material pass". These are just terms that graphics programmers use to communicate and understand what different parts of an engine is doing. The material will refer to whatever engine object contains all of the data needed to know how to draw a specific color/lighting scheme on a piece of geometry. Anything information that is global to all materials can be stored by another object though, as the global characteristics of objects will always be used in the material pass.
Jul
10
comment Material vs Material Pass
Again, these words have different meanings in different rendering pipelines. Ultimately a material usually refers to how a particular piece of geometry will have lighting and color applied to it. A material pass is always where you actually draw the lighting and color effects. In some engines, a material might be an object in the engine, that contains references to the textures for an object, but also the shader variables and the particular shader to use to draw that type of material. In other engines, all materials might use the same shader, so the shader reference goes in the material pass.