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seen May 13 at 23:05

Dec
28
comment How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
@Felheart: it was a while now that I looked at this, but in essence there is a minimum ambient light level that is usually enough for the underneath of overhangs so they are not completely black. When I implemented this myself, I did add a second pass from down->up, but I didn't really see any big aesthetic improvements compared to the ambient method. Torches/pointlights have to be handled separately - I think you can see the propagation pattern used in MC if you put a torch on the middle of a wall and experiment a bit. In my tests, I propagate them in a separate lightfield then add.
Oct
3
awarded  Self-Learner
Sep
28
awarded  Notable Question
Sep
12
awarded  Yearling
Mar
2
awarded  Popular Question
Dec
26
comment How can I achieve glow effects similar to those in WoW?
maybe you could edit your question to include a screenshot of what you have so far using your gaussian filter and why you think it is not enough. at least the glow in your first WoW screenshot looks like a simple filtering..
Dec
25
comment Ragdoll on alive creatures: has somebody already implemented it?
polar express... aaarh..... zombie-dolls...
Nov
25
comment Merging adjacent cubes into large ones
You usually don't gain much in these kinds of optimizations. The GPU is so fast at churning vertices, so unless you have a shortage of vertex memory or really long vertex shaders this is a quite pointless optimization.
Nov
23
awarded  Commentator
Nov
23
comment How many achievements should I include, and of what challenge?
@Nicol: I generalized achievements to psychological rewards and discuss them. Angry Birds for example is "the largest mobile app success the world has seen so far" with 500 million playdrs, with an incredibly fine-tuned award-system. So depending on your goal (and customer group) with the awards/achievements, I'm not sure higher-level achievements help bind your player to your game, and development time often is not entirely free.. Another example is WordFeud with a simple award structure and an enormous replay-value. I'm just saying simple frequent achievements are a proven good start.
Nov
23
comment How many achievements should I include, and of what challenge?
I'm not sure you have to let the player brag about his/her achievements. A lot of people bought and played shoot'em'ups before the Internet and had fun with them without telling anyone. The level and score awards still were meaningful. I remember that trivial blip blip blip when you jumped onto the chain hook at the top of the level of the Nintendo pocket Donkey Kong :) of course, people might have become so accustomed to publishing their achievements to Facebook now that you might be right...
Nov
23
answered How many achievements should I include, and of what challenge?
Nov
11
comment GLSL shader without a vertex array
Beware that this won't work on all GL implementations. Empty gl_Position is not supported until 3.0? (not sure). You need to pass at least one vertex position otherwise the shader is not run. So as usual, the GL version you're targeting is essential to answer the question properly. There are some platforms that don't have GL3.x yet unfortunately..
Nov
5
accepted Can Bullet Physics (or another 3d physics engine) use callbacks in my engine to check static geometry?
Nov
4
awarded  Scholar
Nov
4
accepted For voxel rendering, what is more efficient: pre-made VBO or a geometry shader?
Nov
4
comment Can Bullet Physics (or another 3d physics engine) use callbacks in my engine to check static geometry?
@zorba ok, seems there is a time quarantine on that still though :) so there is still time for a Master of the Domain to come with infinite experience and wisdom :)
Nov
3
answered Can Bullet Physics (or another 3d physics engine) use callbacks in my engine to check static geometry?
Nov
3
awarded  Editor
Nov
3
revised Can Bullet Physics (or another 3d physics engine) use callbacks in my engine to check static geometry?
added example