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| Some recent topics started on our forums | |
| Geolocation library | Is anybody aware of a (preferably free and open-source) library for IP geolocation ? One that works under a variety of OSes (Linux + Windows at least) ? Y. |
| Posted May 28, 2009 1:19:56 PM | |
| Infinity Combat Prototype 2.1 | The screenshots above are partially from the Infinity Combat Prototype 2.1, released yesterday, and experimental shots from the Infinity planetary engine. Infinity is a massively multiplayer online game under development that aims at recreati... |
| Posted December 16, 2006 10:48:33 PM | |
| GL_LUMINANCE8_ALPHA8 renderable texture format | I'm looking for a renderable texture format (used by FBO) that will work on shader model 3.0+ cards ( ATI + Nvidia ) and that has two channels int8. The goal is to save as much video texture memory as possible, as I have a lot of textures. Of... |
| Posted February 3, 2009 6:08:38 AM | |
| Contexts are not independent ? | I'm starting to play with AS and I have a question about contexts. My understanding of contexts is limited, and I was assuming that contexts were independent of each other, so that if the same script code was executed, the global variables could hold... |
| Posted October 10, 2008 11:00:00 AM | |
| Fast computed noise | In this thread I'm going to speak of some experiments I've been making on 3D noise generated on the GPU. Reference test The reference 3D noise implementation is from Stefan Gustavson in GLSL. Here is the thread about it with a link to... |
| Posted July 28, 2008 9:39:16 AM | |
| AABB to sphere | It is very easy to compute the bounding sphere to an AABB: - use center of box as sphere origin - use distance between center and a corner as sphere radius. Now my question is simply: is there a way to compute this same sphere, but without using... |
| Posted June 15, 2008 7:48:41 AM | |
| Procedural planet textures.. generated on-the-fly | These are screenshots from Infinity, my independent Elite-inspired MMO in development. Since my last set of IOTD, i've been working on generating procedural textures for the planet's surface, and that's what i came up with. The technique i... |
| Posted September 29, 2005 9:16:30 AM | |
| Infinity's procedural planetary engine | Some new pictures of Infinity's procedural seamless planetary engine. The space pictures show a procedural Earth-like planet seen from space with a few spaceships in orbit (those aren't procedural of course, but the whole planet is). They are lit... |
| Posted March 19, 2008 1:29:39 PM | |
| Seamless tiling Perlin noise | I'm looking for good references on how to implement seamless, tiling Perlin noise. So far, everything I've found on google has been useless. As I understand it, there are two approaches to tile Perlin noise. 1. Interpolating N noises... |
| Posted January 24, 2008 11:45:46 AM | |
| Disappointed by SSE performance | I've been trying to optimize my code by using SSE intrinsic intructions in C++ in order to generate four 3D Perlin noise values at a time. Creating the SSE version was relatively easy, but unfortunately performance is extremely disappointing: the SSE... |
| Posted October 23, 2007 3:20:25 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Quick math problem | Quote:Original post by Way Walker Without context, I'd say something happening at 6:50 is happening at 7, the 8th hour. But the 8th hour is in the range 7 -> 8, isn't it ? And 6:50 isn't even in that range. It doesn't sound right to me to say... |
| Posted November 19, 2009 5:01:23 AM | |
| Is real time ray tracing feasible? | Quote:Original post by Atrix256 BUT! in contrast to that there's things like this link below, which is a 4KB demo (yes the exe is only 4 kilobytes and there are no data files!) http://www.youtube.com/watch?v=_YWMGuh15nE that is all proced... |
| Posted November 16, 2009 5:51:30 AM | |
| tangent space is too hard to understand | You can also do the lighting in object space, but you'll loose the ability to do deformations (like for characters), or to share UVs or use symmetry in the texture. Y. |
| Posted November 3, 2009 4:48:50 AM | |
| Why do people prefer to stay home? | Quote:Original post by mikeman people, especially young people, are supposed to have fun and share their lives with others, not stay home all day playing Halo and writing programs. What if we are having fun staying home all day playing Halo and w... |
| Posted October 29, 2009 6:09:05 AM | |
| limitations of hardware shadow maps | Quote:Original post by Viik Quote:I don't think the graphics card "knows" wether you're using that function in a deferred rendering setup or a forward one. This is what surprises me most, but I don't recall any deferred game engine that uses ha... |
| Posted October 23, 2009 11:02:31 AM | |
| Skybox gradient distortion. | Tried GL_RGB8 as the texture internal format ? Y. |
| Posted October 23, 2009 10:56:59 AM | |
| Dawn of Civilization (engine iteration 3) | Is it me or the viewport in the images look blurry ? it's weird because the interface itself isn't... |
| Posted October 17, 2009 6:39:39 PM | |
| CookTorrance, Microfacets models, Ward: do they worth it ? | I've found that the results were subtle at best, and there's a simple reason for that: most of those models replace the Phong's specular component, which you will modulate with a relatively low strength, unless your surface is highly reflective or we... |
| Posted October 16, 2009 4:51:30 AM | |
| [SOLVED] Issue with the terrain shading | Quote:Original post by rouncED phong shade it, you get jaggies with gouraud. The artifacts will still be here with phong shading. The only real way to solve it is to use a normal map. Y. |
| Posted October 2, 2009 8:33:22 AM | |
| [Solved] Texture resolution and repeats | IMO the easiest way to "solve" it (and to maximize resolution) is to use a cube map, computed from a high-res Mercator map. All you need to know is a bit of maths to go from cartesian to polar coordinates; then in a pre-process step, for each face of... |
| Posted September 29, 2009 4:26:10 AM | |
| View All Replies Made By This User | |