2,004 reputation
412
bio website electronicmeteor.wordpress.co…
location Chicago, IL
age
visits member for 3 years, 3 months
seen 37 mins ago

Web developer by trade, but at night I'm just another hobbyist game developer working on tightening up the graphics in Level 3.


4h
comment Placing tiles on 2D Simplex noise
Here's a useful starting point from this site. And a question with a more detailed answer. Such questions on procedural tilemap generation have been asked several times before.
Dec
18
accepted How can I compute a “steepness” value for height map cells?
Dec
17
awarded  Curious
Dec
16
comment How can I compute a “steepness” value for height map cells?
Wow, that is simple. Then I realize is actually quite similar to the partial derivative functions in HLSL which solve the same problem!
Dec
16
asked How can I compute a “steepness” value for height map cells?
Dec
16
accepted Insufficient memory on creating vertex buffers
Dec
16
comment Insufficient memory on creating vertex buffers
Thanks for the added explanation, and some good info in that XNA thread too. This I found especially telling: "a vertex buffer always needs to be stored in a single 'lump', and can't be broken up throughout RAM, filling in the gaps as it were. You can come far far closer to filling my GPU's 256MB using many 1MB VBs than you can 4 64s." It sounds like larger, but proportionally fewer VB's will be less likely to throw the exception. In that case I can either 1. reduce the amount of voxel chunks or 2. have several chunks share one VB. The latter one would be tricky to apply but it could work.
Dec
15
comment Insufficient memory on creating vertex buffers
I think I'm hitting an internal limit with vertex buffers, since these crashes happen more often with more chaotic-looking 3D shapes made with 3D noise functions, instead of a terrain that is made with combining 2D noise at different octaves. Also the problem goes away when rendering less chunks at a time.
Dec
15
comment How can I prevent text rendering from looking ugly when in motion?
I would store the text location in a Point structure and then pass it to a Vector2 in the DrawString call. Point is specific for 2D space location using integers.
Dec
12
revised Insufficient memory on creating vertex buffers
added 201 characters in body
Dec
12
comment Insufficient memory on creating vertex buffers
That's very possible, especially since 3D noise data produces more complex meshes than a 2d height map. I estimate around 1GB of memory used in all the meshes. My graphics card has 2GB of VRAM.
Dec
12
comment Insufficient memory on creating vertex buffers
@SeanMiddleditch actually, I've done a lot of optimization for working out what cubes are actually visible from outside so I add only the visible faces to the vertex buffer. The crashes seem to happen when I exclusively use 3D noise functions to generate the meshes, but not when using 2D noise as a way to make a heightmap.
Dec
12
comment Insufficient memory on creating vertex buffers
That's what I want to know, if 1024 buffers is too many.
Dec
12
asked Insufficient memory on creating vertex buffers
Sep
24
awarded  Autobiographer
Sep
10
answered Entity Component System for HUD and GUI
Sep
10
answered How to avoid subpixel values in a resolution independent 2D game with orthographic projection?
Sep
8
awarded  Yearling
Sep
8
awarded  Yearling
Apr
3
awarded  Talkative