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Member Since 03 Nov 2006
Offline Last Active Today, 02:23 AM

Posts I've Made

In Topic: 3ds Max or Maya?

10 December 2014 - 03:45 PM

I think the combination of Maya LT and Unreal Engine 4 is pretty good if you want to concentrate on creating 3D assets and getting them into a nice-looking playable scene. Both packages are available on monthly subscription and aren't massively expensive. Between them they probably have enough scope to get you going. If you find you need/want to expand to a more fully-featured version of Maya later then the modeling and animation skills you'll have developed will transfer across.

In Topic: Debugging a blank view, does order matter?

28 November 2014 - 01:17 AM

A second vote for RenderDoc, it really is a superb tool to have in your arsenal for graphics debugging.


Regarding your code: have you set the viewport correctly via RSSetViewports? That's something I've forgotten frequently over the years.

In Topic: Searching for a cheap 3D cloud algorithm

26 November 2014 - 07:13 AM

Do you need to render all the clouds volumetrically in 5ms? I think MS Flight Sim used to render impostors for clouds more than a certain distance away and only update the impostors with low frequency, probably with the frequency depending inversely on the distance. That way they only had to really render a small subset of the clouds at full volumentric detail each frame, and most of the clouds were billboarded sprites on a low duty cycle update schedule. I guess this depends on how fast your lighting changes and how fast you travel through the clouds. For a real-time flight sim, both of these rates are slow.

In Topic: What kind of performance to expect from real-time particle sorting?

24 September 2014 - 05:10 AM

Further to Hodgman's suggestion of order-independent transparency, this paper might be of interest.



In Topic: Simple 2D lighting effects

17 September 2014 - 02:06 AM

I've been working on a method for real time lighting on pixel art. I've put some videos up on YouTube. Latest one here




I haven't written up my method yet as I'm still finishing up some details, but you can see the idea. I do it by offline rendering various normal, material and occlusion maps into my sprite sheet alongside the diffuse colour, then doing similar to a 3D deferred renderer but using the 2D sprites to populate the geometry buffer. It supports dynamic point lights and directional lights so far.


It's a bit similar to the Gamasutra article I guess (though that article hadn't come out when I started working on it.)