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gabrielefarina

Member Since 20 Nov 2008
Offline Last Active May 23 2013 05:53 PM

Topics I've Started

Delta compression

23 April 2013 - 03:52 AM

Hello guys,

 

in my free time I was delving a bit into multiplayer game programming. I made a simple MMO implementation to try out some concepts, and it is working fine for my needs; for the moment I'm relying on delta compressed messages sent at a fixed rate from the server to the clients whenever an object of interested is changed (interest is based on zones where a player is in ATM).

 

My question is very simple: now I'm sending a new delta compressed message (or packet if u prefer) for every object that is changed between the last update and the new one. I was wondering if this was a valid approach or if it would be better to send a delta compressed state of the whole region of interest at every server frame.

I believe that packing all the zone state into a single message will make my server logic much more easy to write and debug, but at the same time I fear that I might incur into too much overhead (consider that now I'm delta compressing the data at the binary level and then I'm deflating it again to pack it tightly).

 

The kind of game I'm working on is a very simple arcade twin stick shooter, with very simple modifiable environment (aka: some static objects can be damaged and then destroyed).

 

Any thought?

 

Thanks


ARM Neon clamping

16 July 2011 - 06:08 AM

Hi guys,


I just started playing around with ARM NEON, and I'm trying to do some simple image processing with it. I was wondering if someone of you knows a way to perform value clamping using NEON instructions.
This is my situation: I have an int32x4_t variable which stores the ARGB components of a single pixel, and I'd like to clamp each component so that it fits to the 0-255 range.
Is it possible somehow to do this operation in parallel using NEON instructions ?

Gabriele

GPU assisted SPH and interaction

15 June 2011 - 01:43 PM

Hello guys,

I was reading some information here and there about how to implement a GPU assisted SPH simulation (2D in my case). However, as far as I understood, all this methods rely on the fact that the data stays on the GPU forever, this way all the simulation can be run on the graphics card and the rendering uses the output of the simulation pass(es) directly.

However, what I'm looking for, is a bit more tricky: I implemented (CPU) a very simple SPH engine on top of a 2D physics engine, and I gave each particle additional information (temperature) that I need to use at the gameplay level. In case have done the SPH on the GPU, this would have required me to read particles information back from the GPU so I could perform all my calculations and run the gameplay accordingly. I'm not a GPU guru at all, but I guess that a readback from the buffer used to store particle's information is too slow to be considered in a realtime game; right ?
So my question is quite simple: how do other developers usually handle this ? Do they implement their gameplay in a way that there is no need to read the data back from the GPU ? Or is there a simpler way to handle this ?

Thanks

High Quality realtime rendering

20 November 2008 - 10:26 PM

Hi guys, as you can see I'm new to Gamedev, so hello to everyone. I've a question for you: I use to program simple games using OpenGL about 8 years ago. Then I unfortunately moved to a different job and I didn't follow too much the growth of the technology. I'd like to go back to gamedev building a really simple viewer for the models my borther is making in Max. I'd like to display them at the best resolution possible ... those models right now are not animated and rappresent simple objects (say pens, books, etc). They have high quality textures and materials, and a lot of polygons. The problem is that right now I've no idea about which is a good resolution that might be achieved using simple 3D rendering techniques and a decent hardware ... I saw some examples but they where quite all game engines, that usually include a lot of additional stuff (AI, etc) that require them to reserve some calculation time and sometimes lower the quality of the rendering. I saw that even if with high antialiasing, you cannot achieve a result that is near to the one you can obatin with raytracing a simple object with a simple material. Also the trasparency (ie: transparent pen tubes) cannot be rendered correctly as I see ... I'd like someone of you to give me some infos about high quality realtime rendering ... articles, images, demos, book, suggestions ... whatever Thanks [Edited by - gabrielefarina on November 24, 2008 3:57:02 AM]

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