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JoeJ

Member Since 30 Aug 2006
Offline Last Active Jun 26 2014 06:29 AM
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Posts I've Made

In Topic: Can't use imageBuffer with integer data (Compute Shader)?

26 June 2014 - 05:47 AM

Ooops, solved:

 

layout (binding = 4, rgba32ui) uniform uimageBuffer TpackInt;

 

...i just forgot to add the u rolleyes.gif


In Topic: Light Propagation Volumes patent by Crytek?

27 May 2013 - 02:08 PM

If you read a paper from a company, you can be pretty sure they don't release it to share their ideas,

they do it because they need to publicate any technique they want a patent for, isn't it?

 

Anyone knows how those 'licensing fees' look like in practice?


In Topic: How do I get the euler angle from a matrix?

27 May 2013 - 01:53 PM

I once extended that so it can handle various orders. I did not check if it works with orders like XYX, but XYZ is ok.

Note that it's for OpenGL matrices, so you need to swap matrix indices.

 

static v3f ToEulerAngles (matrix4f &m, int order = 0x012) // 0x012 = xyz, 0x201 = zxy and so on...

 {
  int a0 = (order>>8)&3;
  int a1 = (order>>4)&3;
  int a2 = (order>>0)&3;

  v3f euler;
  // Assuming the angles are in radians.
  if (m.m[a0][a2] > 0.9999)
  { // singularity at north pole
   euler[a0] = -atan2(m.m[a2][a1], m.m[a1][a1]);
   euler[a1] = -PI/2;
   euler[a2] = 0;
   return euler;
  }
  if (m.m[a0][a2] < -0.9999)
  { // singularity at south pole
   euler[a0] = -atan2(m.m[a2][a1], m.m[a1][a1]);
   euler[a1] = PI/2;
   euler[a2] = 0;
   return euler;
  }
  euler[a0] = -atan2(-m.m[a1][a2], m.m[a2][a2]);
  euler[a1] = -asin ( m.m[a0][a2]);
  euler[a2] = -atan2(-m.m[a0][a1], m.m[a0][a0]);
  return euler;

}


In Topic: Realistic/alternative first person carrying of objects

09 April 2013 - 06:01 AM

Have you already implemented an interaction model?

I ask because - usually you get the effects of your ideas by unwanted accident, while developing :)

It is harder to create a responsive and stiff interaction than a laggy one.

If your model is responsive, it is easy to make it more smooth, laggy, or feeling heavy as you want.

I like the ideas, i saw most of them done very well in the game 'Penumra' for the first time.

It's more physics related than Amnesia and you should toke a look, if you don't know it already.

HL2, Dead Space... are not very good examples. They use Gravity Guns and other magic forces to operate on objects.

I think this is not a question of game design, it's done to hide the physics engines weakness (Push an object against a wall,

and it starts jittering... but you don't recognize - you think it's because the 'magic force')

If you're free to choose physics engine - take a look an Newton!

And if you wanna be really innovative - think most about how to handle the rotation of the objects :)


In Topic: Shaders and VBOs, Performance and Relation

20 March 2013 - 04:16 AM

Downgrade? Don't treat my disagreement as attack to you or the things you said.

I just wanted to point out that both methods should result in equal GPU instructions and performance.

 

Except the performence difference all the other questions already had good answers.

We all know we should not use deprecated stuff and how to put a percent value in relation with a fixed number.


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