| bio | website | electronicmeteor.wordpress.co… |
|---|---|---|
| location | Chicago, IL | |
| age | ||
| visits | member for | 1 year, 8 months |
| seen | Apr 6 at 6:05 | |
| stats | profile views | 76 |
Web developer by trade, but at night I'm just another hobbyist game developer working on tightening up the graphics in Level 3.
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Mar 11 |
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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. |
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Mar 4 |
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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. |
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Mar 4 |
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Using IGameComponent and related interfaces in MonoGame So my library project should have another build, to refer to MonoGame? |
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Feb 28 |
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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. |
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Feb 22 |
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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. |
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Feb 15 |
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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. |
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Feb 4 |
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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. |
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Feb 4 |
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2D XNA Shooting Game Andre, Rectangles are typically used to draw images, and vectors to position them. |
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Feb 4 |
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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. |
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Feb 1 |
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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. |
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Feb 1 |
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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? |
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Jan 25 |
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Background blur in 2D game? It probably looks distracting because there is no "fog color" fading the scenery in the distance. |
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Jan 25 |
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How to implement input-texture limited alphablending of 2 textures with HLSL? You might want to look into the lerp() function to make blending easier. |
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Jan 25 |
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C# XNA Handle mouse events? If you need to write your own GUI system, I would suggest making an immediate mode GUI where elements are defined by functions, instead of a bulkier, object-based GUI, especially if it will be used in a game and not a tool for the game. You usually don't need anything more complex than that. |
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Jan 18 |
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What makes a game look “good”? "The higher you make the graphical resolution, polygon count, colour depth and whatnot, the easier it is for your game to look terrible." I think this statement ties with the uncanny valley effect... it's not just for humans or other characters. |
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Jan 18 |
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Adjust Keyboard input to match look direction? What does the W key do in side-scrolling mode? Make the character jump, or is it a special 'up' movement for things like climbing ladders? |
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Oct 31 |
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UI mockups to the code As it's a port of the Webkit engine you should be able to do most of the text styles you need with CSS, including stroke outlines, drop shadows and gradients. |
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Sep 24 |
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How to loop section from a song correctly? Is your program locked to a certain framerate? Because if it is, it may cause unintended quantizing of the loop in/out points. |
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Sep 10 |
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Low-level game engine renderer design This would make more sense as a structure, then. |
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Sep 10 |
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A Quick HLSL Question (How to modify some HLSL code) Use the white ring texture for a mask. RGB values would be the same for a given pixel since mask textures are usually grayscale. The R component represents the luminance value of the mask, and the color weight also equals luminance. |