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Member Since 02 Sep 2007
Offline Last Active Mar 31 2015 01:34 PM

Posts I've Made

In Topic: tesselation uniformity (Direct3D11)

11 January 2015 - 03:03 PM

I hadn't noticed this when I was working on my tessellated terrain, but looking back at some screenshots I took in wireframe mode, that tessellation scheme does show up.

At the time, I was working about half the time on a DX10-grade card that couldn't do hardware tessellation, so I wound up spending a fair amount of time doing an adaptive cpu-side LOD system.  It's more work, particularly stitching up the edges, and the performance wasn't as good, but if controlling the tessellation is essential, that way you can subdivide however you choose.


Out of curiosity, why would the alternate tessellation be better for your heightmap?  I don't really know anything about Havok

Nice work with the hieghtmap LODs, back in my dx9 days i did something like that. If i don'f find some hardware based solution, I'm going to use a similar method. I have all the heightmap data for physics near the camera, i upload them for the for the gpu, maybe only for the close chunks, and use the tesselation for distant parts.
Havok has a very simple hieghtfield shape I'm using, the 'hkpTriSampledHeightFieldCollection'. It only needs the heightmap dimensions,cellsize, and the triangle winding. So all the cell must be divided into triangles from topright-bottomleft or topleft-bottomright. It is quite fast to create, fully dynamic because it uses the heightmap data the user has, no need for uploading or preprocessing. My game is procedurally generates terrain, so i need all the speed. :)

In Topic: XAudio2 Exception 80000003

31 January 2014 - 04:36 PM

Xaudio 'debugging' can cause a lot of error to my app:


It hangs the app in several places, without the XAUDIO2_DEBUG_ENGINE flag everything is fine.

I suggest experimenting with the input matrix, maybe try filling it with simple data, this link can be usefull.

In Topic: DirectX 9 vs 11

11 January 2014 - 02:15 PM

I ported me small project from dx9 to 11 almost a year ago, i use almost nothing from the new features, but overall i am very satisfied with dx11. Texture2Darray was a big enough reason to move, heightmapping is a couple of lines of shadercode now, and making the same thing in dx9 costed me more time than learning all the new stuff.

In Topic: Representing open-world scene with many dynamic objects

14 November 2013 - 02:32 PM

I use a 'loose uniform grid' for my openworld game, it is very simple, every object has to connect only to one cell, and adding/removing objects is basicly free.

In Topic: 8 bit textures in DX9

01 September 2013 - 12:47 PM

I used an 8 bit texture once with dx9, it had this format: D3DFMT_L8.