1,209 reputation
412
bio website youtube.com/goldsciences
location Buenos Aires, Argentina
age 32
visits member for 2 years, 11 months
seen Jun 30 at 20:08

I love what I do.


Jun
17
comment Dynamic navigation mesh changes
You still need the grid in order to optimize collision checks, you'll be doing wrong by removing it.
Apr
13
comment How to solve the big video memory requirements in 2d game
You could try to do it with directx directly, is not that difficult to render squares on the screen and the performance will increase a lot if you do things right. Anyway I'd recommend to have mipmapped textures in different files so you load only what you need. A smarter resource manager will keep unused resources open just in case until it detects it's running out of memory and then release those in order to load what's needed. You don't need to have everything in a single texture unless you're doing something wrong.
Apr
13
comment How to solve the big video memory requirements in 2d game
If you have everything in a single texture it means you are not managing your texture resources at all. You won't be able to work properly that way; Games which use high resolution textures have proper resource managers to deal with thatand I know because I worked on commercial 3d games which had to fit in less than 350mb due to limitations of the platform. You can't expect anything to work fast by having payloads of 256 mb, but you can try if you like :).
Apr
13
comment How to solve the big video memory requirements in 2d game
Yeah, you don't have to load everything, you have to load only what you use. Whenever you want to change a pixel on a texture loaded in VRAM, the system has to move the ENTIRE TEXTURE to RAM, just for you to modify a single pixel, the move it back to VRAM. If you have everything in a single texture, this involves moving 256 MB to RAM then back to VRAM again, which locks the whole computer. Having it separated in different files and textures is the correct way of doing it.
Apr
12
answered How to solve the big video memory requirements in 2d game
Dec
13
accepted Need transform matrix to translate the center of the view to a custom position within the target texture
Nov
29
awarded  Guru
Sep
4
comment What GPU culling techniques are appropriate for voxel spheres other than octrees?
But the shape of the sphere wont easily lend to any space partitioning technique, and you want to use spheres. I think that what you are looking for are occlusion algorithms? Those are better for voxels I think.
Sep
4
comment What GPU culling techniques are appropriate for voxel spheres other than octrees?
I think youre confusing the visible shape of the tile with the space partitioning technique. They are two different things.
Aug
31
awarded  Yearling
Jul
16
comment Need transform matrix to translate the center of the view to a custom position within the target texture
Thank you, I just solved it but your answer still adds! The hmd stuff is something I didn't think about before, definitively interesting. I'll be working with these kind of transforms for a while so everything helps!
Jul
16
comment Need transform matrix to translate the center of the view to a custom position within the target texture
@NathanReed I definitively solved it because you said I was on the right path, then I tried again with renewed hopes until I got it working. Thank you.
Jul
16
answered Need transform matrix to translate the center of the view to a custom position within the target texture
Jul
16
comment Need transform matrix to translate the center of the view to a custom position within the target texture
@NathanReed Hi Nathan, thanks for your help. I'm using the scissor test for clipping as I already had exposed by the abstraction interfaces, so I thought I would be missing only a transformation to do the job. I think I'm close to get it: now I added a division to scale the normalized target space to viewport space, which scaled the image the way I want (as I get the same size as by using d3d viewports), but when I try to add a translation I get only a distorted FoV. It seems I'm missing some operation but I'm not sure what it is.
Jul
15
asked Need transform matrix to translate the center of the view to a custom position within the target texture
Jul
15
comment Render a 3D scene in multiple windows - extended panoramic view
It depends. In general this isn't much of an issue unless the dpi of the screens differs too much. I can't say much more because I didn't work much more on this yet, so probably for a wide angle like that I would use more textures, I still have to try but if you want I can let you know the results as I'll be working a lot with multiple render targets these days.
Jul
15
comment Render a 3D scene in multiple windows - extended panoramic view
I'm currently applying that kind of transform without use of many cameras and by using a single render target, which is then rendered using the corresponding area of the texture for each monitor.
Jul
15
comment Are there any benefits for using the CPU instead of the GPU?
@AgustinMeriles No doubt of that, F1 are more similar to street cars. Still, considering the current conditions of the streets here, I don't think any of them stand a chance. No matter the speed they would break in two at the crossroads and only a vehicle built for harsh terrains could cross them comfortably, as cars and buses usually have a hard time passing through many of them.
Jun
14
awarded  Caucus
Jan
31
revised gluLookAt vs glTranslate + glRotate and camera transformation matrices
added 2 characters in body