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Member Since 06 Jul 2006
Offline Last Active Yesterday, 04:23 AM

Posts I've Made

In Topic: Maker3D

07 July 2014 - 02:08 PM

Bug workaround: buggy jpg encoders

Some newer websites and applications (such as GIMP) started to use a new jpg compression algorythm, which is not compatible for some unknown reason.

If the engine fails to load the jpg file, the texture will be missing, and the part of the model which contains the buggy jpg file, will be white.

I tried the latest version of the jpg decoder i use into Maker, but it not solved this, so i cant do anything with this problem.


Save your image into a different format (like png), and if you wish, save it with another painting application into the jpg format. jpg files saved by mspaint, kolourpaint, xnview are usually good.


In Topic: Software rendering tutorials/examples

15 March 2014 - 06:24 AM

JohnnyCode: i disaggree. maybe in *theory*, you can get the biggest performance, but using gpgpu would so much limit the number of compatible systems and would make so many extra work and compatibility issue, it would basically double the required work, and would make the whole thing almost unsellable, becouse there is a limited number of users with proper computers to run it. maybe such minor works like antialiasing, and other various filters effectively can done with gpu in this case, but that would not significantly boost the rendering ,,pipeline'', and should be maked with the possibility to disable it and use the software fallback.

In Topic: What are the most promising game projects you have seen fail / abandonned?

14 March 2014 - 09:40 AM

Chrono Trigger: Resurrection.

L. Spiro


i just wanted to say the same...

In Topic: Avoiding dark areas in ray tracing

13 March 2014 - 04:04 PM

have some fake color multiplier even on the dark locations, otherwise you will get this. i use 0.6 or 0.8 ambient light multiplier for shadowed places, those are ideal for my taste, but the practicular number basically varies on every scene.

In Topic: Software rendering tutorials/examples

13 March 2014 - 03:54 PM

i dont suggest to study these outdated technologies like the q2. those optimization tricks will not work any more, and keep in mind that we have superscalar cpu-s now. also remember that you will need an agressively multithreaded code to achieve fast speed with nice quality. just write your renderer, and if you find a part that is too slow, then meditate/study/doodle that practicular problem.




my last (software rendered) free game, done for a game competition. it uses ray tracing, runs playable in 320x160.