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bio website olhovsky.com
location Toronto, Canada
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visits member for 3 years, 6 months
seen Sep 17 '13 at 22:51

The Big O.


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.
Jul
10
answered Material vs Material Pass
Jul
9
revised Point Light Soft Shadows
added 215 characters in body
Jul
9
revised Rotating camera changes directional light depth map, and changes PCSS penumbras
added 107 characters in body
Jul
9
comment Point Light Soft Shadows
Ah, I did misread the acronym. There is nothing really mysterious about applying PCSS to a point light instead of a spot light. Simply perform the blocker search on each side of the cube map and blend between the result. I have added an answer to elaborate slightly.
Jul
9
answered Point Light Soft Shadows
Jul
9
asked Rotating camera changes directional light depth map, and changes PCSS penumbras
Jul
7
comment Why do many games have “timeouts”?
3nixios: Timeouts prevent you from playing too much. They make games like angry birds more casual -- not less casual.
Jul
7
comment Scaling a game view with letterboxes?
I'm not familiar with Android development. Why can't he just draw the game to a rendertarget, and then draw that rendertarget to the screen, using the screen's resolution? Bars on the left/right of the screen should happen automatically as a result of choosing scaling/offset - there is no special case to deal with.
Jul
7
comment Why do many games have “timeouts”?
In response to your points: First: Angry Birds does not require this mechanic to "keep the game moving" as in board games. Second: There is no player balancing required in Angry Birds that make this mechanic useful, like in online MMOs that you mention. Third: It does not help Angry Birds make more money in the paid version, which still has the mechanic. Finally: This point has nothing to do with the question, and "how this applies is an exercise for the reader" is not a very good way to answer someone's question.
Jul
7
comment Why do many games have “timeouts”?
-1 for this answer which is all over the place, and does not address the question. You make four points, none of them apply to Angry Birds, and none of them explain the reason that Angry Birds uses this mechanic.
Jul
7
comment Polygon count target range for MMO being released in 2 years
WoW was released ~6 years ago, and about ~3 years ago they started multithreading the engine (to take advantage of 2 cores). If you have many different models, drawing them all with few draw calls remains a challenge in modern engines. Consider that models that require shadows must be drawn in the shadow mapping pass as well as during the normal rendering pass. In fact, modern engines that use light-pre pass or a similar deffered approach may have to draw the models yet another time. So I don't see a reason to think that modern engines should require fewer draw calls/model than WoW's engine.
Jul
7
answered Polygon count target range for MMO being released in 2 years
Jul
7
comment Polygon count target range for MMO being released in 2 years
Overall CPU power went up (you can make draw calls from multiple cores), and poly count costs per draw call depends on the GPU speed more than the CPU speed anyway.
Jul
6
awarded  Necromancer
Jul
6
revised Where can I find free sprites and images?
added 543 characters in body
Jul
5
answered Where can I find free sprites and images?
Jul
5
comment Game Sound Effects Availability
Why the downvote? I want to learn too! :)