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Member Since 03 Feb 2008
Offline Last Active Today, 03:54 AM

Topics I've Started

Indices and vertices

25 June 2014 - 08:45 PM

I'm converting a "huge" pipeline to support indices, and I have a strange problem.


Each vertex array can be still drawn on its own, since I'm in the "make it work stage." So I thought I would start with mapping each vertex in a one-to-one mapping to indices. Considering that the vertex order contains the correct winding/order to represent the terrain properly, this shouldn't be a problem, right?


Because it's not working. And I'm slowly going crazy. My entire indices array is basically a sequential array of numbers 0->N-1 where N is the number of vertices. There are small constant patches of terrain that contain errors.


This should work, and I'm just looking for a bug of my own creation, right?


Underwater / above

15 June 2014 - 11:57 AM

So, I have experimented with different solutions.

I'm having problems getting a functional transition between entering into water. You can see the terrain for a small amount of time.

To combat this, I am using pixel perfect testing in the renderer (since it interpolates the camera position, and implements some bobbing).

I have also made the water rendering phase cull FRONT the same frame and after you enter into water, vs BACK when outside water.

This will work, since my in-water effect is post-processed. At least, that's what I hoped. It doesn't work completely. There is ~1 frame where you can still see half the terrain, kind of like tearing.


Any ideas?


Edit: It turns out it's simply the znear plane causing me problems.

How do you solve that?


Edit2: I wish I could flip-flop the "plane," if it even was a plane. If it was an actual plane, I could render the water sligthly higher up after entering into it.


I just checked if (player.x, player.y - camera.getZNear(), player.z) was inside water, and if he was, move the player instantly down ZNear.

It works, but only if entering water up/down, which is the majority of cases anyways.

Valves Source 2 & Dota 2

11 June 2014 - 09:48 AM

There was a discussion on reddit where some people agreed that Valve could port Dota 2 to Source 2 engine once it was completed, for various reasons.

See: http://www.reddit.com/r/DotA2/comments/27va6d/with_source_2_on_the_horizon_do_you_guys_think/


My initial reaction was that it sounds completely unreasonable, and likely a massive undertaking for little gain.

Dota2 is most likely (some high%) dota-specific code and (some low%) integration with a "modified" Source engine.


I personally don't see the benefits of doing, it even if they could do it in only a few months time, so, am I missing something?

So, what do you think? Is it unthinkable?


I could see Valve doing this if they were very sure that it would lower the minimum requirements for the game.

If they phase out XP support for Source 2, there could be some gains there, no?

[Resolved] Multisampling

06 June 2014 - 07:26 AM

Quick question,

is there any way to have multisampling not disturb the alpha channel?


I have tried disable any/all of the sample coverage states.


Game engine

04 June 2014 - 11:11 AM

Hey guys,

having written my own game engine for 2+ years now specifically for a game I made, I think I want to put that thing aside. It's not a great engine and I have never actually worked with someone elses work before.

I wrote a huge library (vectors matrices quaternions frustum creation) added GLFW AssImp stb_image, noise functions, sound&music blabla. Added supersampling, multisampling SSAO lens flare, day&night, water shader using derivative simplex and so on. And so on.


My biggest problem has been learning bone rigging and physics. I'll get there someday. So I think I'm going to seriously get into a/any game engine.


Can anyone recommend me a multiplatform OpenGL-based game engine (windows and linux for my use-case)? It doesn't have to be well supported, it doesn't have to support older API versions, but it does have to be extensive, and hopefully fairly low level. What I want the most from it is the ability to do some design, or some good way to edit content. Is this an expected part of a game engine, or do you usually include scenes as meshes and then tie it all together with scripting? I hope there is no contradictions in what I want, what I said, and reality.


Feel free to plug your own creation, if you dare. =)



EDIT: Turns out I posted this is graphics programming & theory. Not where I was going to post it..