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bio website electronicmeteor.wordpress.co…
location Chicago, IL
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Web developer by trade, but at night I'm just another hobbyist game developer working on tightening up the graphics in Level 3.


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
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
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 Efficient way of drawing 80 000 models in XNA (have tried hardware instancing and octrees still get 5 fps)
I second János on using LOD meshes. Some types of objects will also benefit greatly from using impostors, without degrading the quality of the render a lot.
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.
Mar
11
comment Making efficeint voxel engines using “chunks”
The ideal setup is that you make a single draw call per chunk, not per voxel. As Byte56 stated below, each mesh is an entire chunk. With that system in place, you'll have to experiment with chunk sizes for performance trade-offs. Smaller chunks: less expensive updates per chunk, but more of them in a given space, and more draw calls. Larger chunks: more expensive chunk updates but fewer of them and potentially fewer draw calls.
Mar
4
comment Making Procedurally Generated Top-Down Landscapes Interesting
Maybe by not faking 3D he means a true top-down projection? Technically the Zelda screenshots use a oblique projection for the vertical axis.
Mar
4
comment Using IGameComponent and related interfaces in MonoGame
So my library project should have another build, to refer to MonoGame?
Feb
28
comment What happens to data between vertex shader and pixel shader?
I don't know if there are any major differences with VS 2012 and 2010 on the debugging side, but for debugging hlsl and directX graphics, the standalone program PIX is largely recommended. But looking from the screenshots, it looks like some pipeline debugging has been put into VS 2012 as well.
Feb
22
comment Blender - baking normal map - weird colors
The proper way to bake a normal map is to use a low-poly mesh for reference. You bake a normal map from the high-poly mesh, as it won't be used for real-time, and use the low-poly mesh. Is the barrel in your screenshot the high poly version? You are probably expecting the colors to represent the deviation from a low-poly version but it's not clear if you're actually using a reference model.
Feb
15
comment Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard
+1 For simplicity. The result is that the sprite's new Forward vector for its transformation matrix is the opposite of LookAt.
Feb
4
comment Drawing 2D Images “3D-Like”
There's quite a lot of Minecraft-likes being made with XNA, and they all tend to draw the cubes and voxels as geometry. Since there are a lot of them on the screen at once, instanced geometry is usually the approach that people take. You can draw a ton of different-looking cubes with a single draw call if you feed a second vertex buffer with data for colors, and separate texture lookups.
Feb
4
comment 2D XNA Shooting Game
Andre, Rectangles are typically used to draw images, and vectors to position them.
Feb
4
comment Gaussian blur filter and “shimmering”
Just a remark, but what I've noticed is that, at least for my uses, I very rarely see any shimmering with bloom lighting as I do with depth of field blur when I apply the same Gaussian technique on both for low-res render targets.
Feb
1
comment Why do game engines convert models to triangles compared to keeping it as four side polygon
A nice non-planar analogy I use... A three-legged stool can stand on the ground only one way, its feet being like the corners of a triangle. But a four-legged stool can stand on the ground two ways, and wobbles from one position to another if one leg is shorter than the others.
Feb
1
comment XNA partially extending the content pipeline using a ModelContent
Have you tried the custom model importer before? Are you trying to add compatibility for more kinds of .obj models?
Jan
25
comment Background blur in 2D game?
It probably looks distracting because there is no "fog color" fading the scenery in the distance.