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Member Since 10 Nov 2006
Offline Last Active Today, 01:32 AM

#5180936 Deferred rendering shader spaces issue

Posted by on 17 September 2014 - 01:38 AM

Also, are there any clarifications what exactly are: Model-Space, View-Space, Camera-Space? Are they exactly as I told?

Model space or object space, is the space in which your mesh is defined. When you load your mesh, each vertex is in model/object space.

Eye,view or camera space , is the space around wink.png  your camera, with the camera position (center of projection) being the center (0,0,0).


The common transformation is

objectspace ==model-transform==> wordspace ==view transform==> viewspace ==projection transform ==> screenspace


When using deferred rendering, the g-buffer is typically in view/camera space.





But how do I need to calculate Positions texture?

If you are in camera-space, you only need to save the depth, that is all. You dont need the position, because you can reconstruct the camera-space position from the screen-pixel position (aka fragment position) which is available in the fragment/pixel shader and the depth (there are different approaches to do it, best to use the search function/google for more detailed informations).

#5179774 Can concave polygons be used in pathfinding?

Posted by on 11 September 2014 - 11:10 PM

Most of the times I heard about the

usages of convex polygons which are plenty.

But can a concave polygon be used in the pathfinding process?

You can use both of them in both fields, AI and graphics. The reason for using primary convex polygons is, that if you have a convex polygon, then the whole matter of calculating stuff gets a lot easier and faster and that you suddenly get some knowledge for free (eg. in a convex polygon you know that whatever two points you choose, the can be connected by a line without hitting the boundary of the polygon, which is good to know if you want to navigate an AI entity on top of a polygon, aka nav-mesh).


With this in mind, it is often better to subdivide your concave polygons into convex polygons and to use the easy stuff smile.png

#5179770 2D Geometry Problem

Posted by on 11 September 2014 - 10:54 PM

The problem I'm having is getting a uniform thickness

The issue will be, that you have to change the topology of the mesh. The light gray mesh right silhouette consists of 3 lines, a uniform thickness hull will need circles to be uniform. Eg take the corner of the light-gray section between the two lower blue lines and draw a circle around it to see the corner part  of a uniform thickness hull.


With this in mind you can construct a hullmesh by a selection of geometry objects. In 3d you need a box for a plane, a cylinder for a edge and a sphere for a vertex. The combination (union including the original mesh) of all this will define the hull mesh with a uniform thickness.

#5178801 How can i make objects have completely different outcomes?

Posted by on 08 September 2014 - 12:02 AM

So i was wondering if there is a more elegant way to achieve what i am talking about

There's no simple answer to this question.


I think, most game are planned with some major features in mind (a feature, which will require the support of the underlying engine), like flying entities or unique AI behavior. Then the game designer will try to design the game around this major features. If they desire some new feature, they often will try to use the available stuff first(you will be surprised, how much you can archive with a few fixed game features). Often you can get away with some compromise, instead of flying entites, you could use a long jump entity with an similar gameplay effect for example.


Eventually, but rather seldomly, some major feature will be added to let the designers create new behavior/effects. But, as you already said, adding a major feature is often really difficult and therefor embedded in a major game update, an addon or even the next release in a series.




I thought that maybe adding a Script engine to the game would work

A scripting engine is more of a designer tool then a major feature. A scripting engine will help your game designer to access the game features more easily and to prototype some game design more rapidly, therefor it is a very useful addition to a game (!). But it will not add new major features to the game, that is the difference. If your engine only supports moving entities on a 2d plane in a 3d environment, a scripting engine will not allow you suddently to have a free 3d roaming environment.

#5177617 Beginners Observation: Fundamental Lack of Source Code Examples?

Posted by on 02 September 2014 - 02:43 AM

I don't believe 'Best Implementation Examples' should be patented or relegated to super-secrecy.

Well, the issue is, that they do not exist. Once you are knee deep into development, you will understand, that there isn't anything like the 'best solution to solve problem <x>', other then some standards (like A*) which has already been docuement all over the internet and wiki.


The second problem is, that as experienced developer, you can only provide one of many working (not necessarily good) solutions, often limited by a NDA if you work in the game industry (a working solution embedded in a game is often not your property and you are not allowed to distribute it).


The third problem is, that your solution is often embedded in a quite complex program which will most likely not help any noob at all. A week ago someone asked me to show off my behavior tree implementation. Even if I have provided my 5000 lines of code, it would communicate with so many other sub-systems, that a noob coder would most likely not understand a single piece of code.


Well, as experienced coder, the best option would be to write dedicated example code (lot of unpaid work!) or to provide some of your knowledge in a forum.

#5177385 A student who is stuck at the moment

Posted by on 01 September 2014 - 02:12 AM

but I need to know where to go in order for this to work.

Well, you need to decide yourself the direction you want to go, what are your goals ?


It is not really clear of what goals you have. Game designer ? Coder ? Artist ?

What are you studying ?


The game industry is really tough and you will have a better chance to get hired if you are very good at a specific topic. If you want to be a jack of all trades, then your chances will most likey decrease. So, first off try to decide what your primary goals are:

1. Coder ? No, you dont seem to like coding...

2. Game designer ? Well, game designer is different to  the game idea man/woman. Game design benefits sometimes from coding skills to prototype a certain game idea and to have a basic understanding of AI. Though there are not really many game designers in the game industry compared to other roles.

3. Artist ? Well, there are lot of artist, I would say the majority of roles in the AAA industry are artists. There are lot of branches, like environment artist, character artists, animators. If you want to have professional feedback, seek out forums which are crowded with professional game artists like polycount and ask for feedback/help.


There are other roles (like sound fx, music composer etc.), but I didn't saw any references/interst in your post considering this roles.

#5176879 Life Like Graphics

Posted by on 29 August 2014 - 04:51 AM

So what I'm stating is that if the colors of life were sampled and those colors accurately applied
to a character/object or other the resulting image (3d/2d) would represent the coloration of which we call life

To make it short: this is a common way of artists to choose the basic color palett, by picking colors from real-life reference images.


Nevertheless, this is only one part of (photorealistic)/life-like models. Do you know basic models, where they took some photo of a person and render it 1:1 on the face of a 3d human character ? Well, do they look life-like ?

#5176637 Help!Model got wrong color in Assimp!

Posted by on 28 August 2014 - 05:34 AM

Most likely an RGBA<->BGRA issue, that is, the blue and red channel are swapped. This happens, if you upload a BGR(A) texture (fileformat) as RGB(A) texture (internal GPU format) and vice versa (eg. blender expects a RGB(A) texture and the demo a BGR(A) texture). Double check the texture format and the demo code.

#5176592 Make games with skill, not luck!

Posted by on 27 August 2014 - 11:46 PM

Randomness challenges your true skill.


Randomness will result in new situations and the correct evaluation and reaction to this new situation strongly depends on the true skill of the player. A random event could result in a disadvantage, but on the other hand the same will occur to the opponent. In the long run the player, which reacts more skillfully to the ever changing situation will most likly be the winner.

#5176397 Suggestions for a node-based shader / material tool and integration

Posted by on 27 August 2014 - 04:51 AM

It depends a lot on the used engine (supported APIs, input parameters etc). If you have an engine which supports DirectX, then take a look at the shader designer of VS 2013.

#5176364 Suggestions: Making procedural video game characters

Posted by on 26 August 2014 - 11:33 PM

I don't know a lot about procedural graphics or techniques related to this style

Well, PCG is really not simple.


Nevertheless, it reminds me of spore and Chris Hecker has some interesting information about (procedural) creatures in Spore over here.


Good luck smile.png

#5175986 How to impplement roughness

Posted by on 25 August 2014 - 06:45 AM

My idea is to have a cubemap with MIP levels..

There's  a little missconception in your approach. Thought there is no real hard definition, PBR (physical based rendering) is more about applying physical laws, formula and approximation to rendering a surface depending on the incoming light and less about hacking until it looks good/right. The latter isn't evil, but it isnt really PBR either wink.png


Here's a start.

#5175949 Game Suggestions for School Project

Posted by on 25 August 2014 - 02:16 AM

For a previous version of this assignment I created a 3D space invaders

If this is the scope (which sounds like a good idea !), then how about some other classic game in 3d ? Something like pac-man ?


An other thought: what is the goal of the project ? The demonstration of coding skills, of managing a whole project, of making something visual impressive, of creating an innovative game ?


I was thinking of creating something like the early wolfenstein or doom,

Don't underestimate the scope of such a project. It is of much complexer scope compared to space invaders, don't get lured by some early rendering engines into thinking that the game behind it is simple to create.

#5175926 Terrain smoothing algorithm

Posted by on 24 August 2014 - 10:44 PM

Use gaussian blur (the heighmap is just a grey-colored greyscale image).

#5175411 Transformable Character idea for Endless Run

Posted by on 21 August 2014 - 10:45 PM

You are on the right track. First off, try to think about challenges first, while keeping a skill in mind and assign it to a special cat afterwards .


Eg. I need long jumps to overcome certain challenges, so the superman cat can jump over large obstancle, still it is a skill (timing). The ninja get invisible for a short duration if he throws a smoke grenade in front of him (skill: you need to walk through smoke cloud when it explodes).

Other ideas:

- A furry ball (juggernaut cat), which can't be controlled but pushes through certain obstancles.

- A grapple-hook (burglar cat), which can shoot a grapple hook and swings over a chasm.

- A digger (miner cat), which can dig into the earth and undermines certain obstancles.


Btw., thought not my game style, your game looks nevertheless good so far. smile.png