Reputation
307
Top tag
Next privilege 500 Rep.
Access review queues
Badges
6 24
Impact
~36k people reached

  • 0 posts edited
  • 0 helpful flags
  • 48 votes cast
Dec
23
awarded  Notable Question
Oct
15
accepted Optimize drawing “different” sprites in OpenGL ES 2.0 (batching?)
Oct
14
comment Optimize drawing “different” sprites in OpenGL ES 2.0 (batching?)
Update: new code. On my machine, this code allows me to have 100000 (100k) individual sprites at 75+ FPS. I'm satisfied... for now. I also computed the matrix multiplication using Mathics, but there was no benefit in doing that. Either glm uses expression templates, or the compilers I've tried (both g++ and clang++) optimize the multiplication away. Cool stuff!
Oct
14
comment Optimize drawing “different” sprites in OpenGL ES 2.0 (batching?)
Thanks for your help. This is what I have so far - the code should be pretty readable. I will pass view * projection as an uniform. Regarding the "pretransformed direction vectors" that should be used in place of the model matrix: I'm inexperienced with graphics programming and never heard of those until now. Couldn't find anything by briefly searching on Google. Can you point me in the right direction with an article/example?
Oct
14
comment Optimize drawing “different” sprites in OpenGL ES 2.0 (batching?)
Derp, I was multiplying MVP with position in the shader... but I can do it on the CPU and avoid sending the matrix to the shader. Hue needs to be applied per-fragment, so I'm pretty sure I need to pass it to the shader. Color is there for opacity and tint, and gets applied before hue. Should I multiply the model matrix with viewprojection on the CPU? Or pass viewprojection as an uniform?
Oct
14
asked Optimize drawing “different” sprites in OpenGL ES 2.0 (batching?)
Aug
28
awarded  Popular Question
Jul
22
awarded  Notable Question
Mar
2
awarded  Popular Question
Feb
16
awarded  Popular Question
Dec
24
accepted How would a game-state snapshot system be implemented for networked real-time games?
Nov
20
asked How would a game-state snapshot system be implemented for networked real-time games?
Sep
4
accepted Designing an entity system for a tile-based puzzle game
Jul
23
accepted “CVar system” - are CVar always looked up or cached?
Jul
23
asked “CVar system” - are CVar always looked up or cached?
Jul
2
awarded  Curious
Dec
17
awarded  Popular Question
Nov
19
comment Using forces to reach a specific velocity
@Almo: sorry, my explanation was poor: I'm not taking mass into account at all. F=a in my current design.
Nov
19
comment Using forces to reach a specific velocity
@Almo: my objects are massless: every frame I add computer force to acceleration, add acceleration to velocity and clear acceleration.
Nov
19
comment Using forces to reach a specific velocity
Someone mind explaining the downvote? Thanks.