Jump to content

  • Log In with Google      Sign In   
  • Create Account

Triton

Member Since 12 May 2007
Offline Last Active Sep 19 2013 07:51 PM

Posts I've Made

In Topic: Cross-system interfaces

28 January 2011 - 11:11 PM

In my system, I have a 'Transform' component that all entities have by default. Then 'Geometry' components, or (Physics) 'Body' components share that transform, which keeps position, orientation, and scale information. When you attach a 'Body' component, it will set the transform matrix in the 'Transform' and set a flag so it doesn't automatically create a new transform each frame.

In Topic: Bounding volumes and transforms

28 January 2011 - 11:10 PM

2) If I use AABBs I guess I can apply the transform to each of the 8 corners (turning it into an OBB) and then get the AABB that encompasses that. But that generates a pretty loose bound (eg. when rotated by 45 degrees). Any better way to handle AABBs?


That's what I'm doing at the moment. It has worked fine so far.



In Topic: Theory to a Good Renderer

28 January 2011 - 11:03 PM

When I started my engine, I also started by the scene graph approach, where you can parent entities, and transformations are hierarchical. After I had it working, I realized it was pretty useless, and just switched to a simple render list.

By the way, you would want to render the sky last, not first (but still before transparent objects!). That way it you can usually minimize the fill operations in the framebuffer, since most of the fragments/pixels will get discarded early in the pipeline.

In Topic: Components and Attribute linking

09 December 2010 - 03:04 PM

I'm also using MurmurHash for resource identification purposes. It was worked well so far, though I don't have many resources yet.

In Topic: Merits of writing a multi-API Renderer

08 December 2010 - 12:20 PM

As an alternative to Cg, there is also a project called MojoShader which I discovered the other day.

Quote:
MojoShader is a library to work with Direct3D shaders on alternate 3D APIs and non-Windows platforms. The primary motivation is moving shaders to OpenGL languages on the fly. The developer deals with "profiles" that represent various target languages, such as GLSL or ARB_*_program.


Google is also working on something similiar, but for converting GLSL shaders to HLSL (for usage in WebGL enabled browsers). It's called the ANGLE project. You can find the the source for the GLSL-to-HLSL compiler in the repository.

Hope it might be useful.

PARTNERS