Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 03 Feb 2008
Offline Last Active Jan 08 2015 08:38 PM

Topics I've Started

Shaking & tilting

18 October 2014 - 09:39 AM

Hey guys,

I am making a rating system for shaking/tilting videos, where the incoming data is (unfortunately) integers that are counters for when the video is shaking or tilting outside of expected "good" dead-zone. Video duration, shaking, tilt, width, height.


I was thinking that I might map the rating using a curve that as the integer approaches "infinity" my internal shaking value approaches 1.0

Then do the same with tilt. Now I am just using hyperbolic tan.


What would you do, and how do I create this curve in such a way that it rises logarithmically?

If the current system we are using (the counters) is really bad, what do you suggest instead?

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.