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Drilian

Member Since 03 Jan 2000
Offline Last Active May 01 2014 12:59 AM

Posts I've Made

In Topic: methods for drawing rain

30 March 2014 - 11:28 PM

For what it's worth, Infamous: Second Son used the particle system to render up to 25,000 raindrops near your field of view, and uses a rain "shadow map" to determine where the particles should spawn (and end). That includes, I believe, the particles for the splashes on objects (which are randomly scattered throughout the view and spawned wherever the rain shadow map's depth says they should be for that point). The splashes, I should note, are not tied to where the actual raindrops intersect the ground - it turns out that totally doesn't matter.

 

Using a nice GPU-driven particle system on relatively modern hardware, you should be able to handle particle rain like that fairly efficiently.


In Topic: What to write with now?

26 February 2013 - 12:58 PM

You need to sign up for a creator's club account to be able to submit to Xbox Live Indie Games. It's $99/year, but it's what allows you to develop and release on the Xbox.

 

People are still releasing XBLIGs, so it's definitely not disabled :)


In Topic: What to write with now?

26 February 2013 - 12:33 PM

To expand on Jutaris' comments, XNA is not DEAD. It's just not being developed anymore.

 

However, everything that XNA has done in the past (PC/Xbox/Windows Phone 7 games), you can STILL DO. You can still get XNA, you can still write games with it, you can still release those games on any of the ever-supported platforms.

 

All "XNA is dead" really means, as it's stated is that Microsoft is no longer planning new revisions of it, so we're stuck with XNA 4.0 unless they change their minds.


In Topic: What Does Everyone Think About The New Site Layout?

11 January 2011 - 07:31 PM

It said quite plainly in the "rate this user" dialogue what it meant. I am sorry that so many people don't read the dialogue before clicking it or assume that it means something that it isn't meant to.


You're right. It very clearly said something along the lines of "helpful or friendly" which is not, at all, just the "technical competence" that you have mentioned.

Overall, I basically agree with MikeP. While I do like the concept of rating posts rather than users, I feel like not being able to rate posts DOWN is, overall, a detriment to the community in my opinion.

In Topic: GetTransform in D3D10

29 March 2010 - 08:30 PM

Direct3D 10 doesn't have a fixed-function pipeline, which is what those transforms were used for, so no, it doesn't have an API like that. Instead, you set your transforms as shader constants/effect parameters.

Since you were the one that set the transform in the first place, you could just track it yourself in your code (which is, honestly, probably the ideal way to handle it anyway)

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