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TiagoCosta

Member Since 26 Nov 2008
Online Last Active Today, 02:03 PM

Posts I've Made

In Topic: What the difference between these two books? which one would you recommend?

18 May 2015 - 07:49 PM

I don't think there is any up-to-date book on how to manage "scene graph, mesh, animation classes, etc".

 

-There's a chapter in GPU Pro 3 (Chapter V.4 Designing a Data-Driven Renderer) that might be helpful (it's short).

-Game Engine Architecture chapter on Animation is really good (including some actual code) and should be enough as a start of an engine animation system.

-If you want to learn rendering techniques start by the (free) GPU Gems books.

 

Regarding "scene graph management, etc", you'll be better served by reading other engine source code, the hundreds of topics about this in the forums and conference presentations (check GDC Vault, Frostbite, and other engine/companies websites).

 

There's a recent presentation about Destiny’s Multi-threaded Renderer Architecture. It probably isn't easy for a beginner to understand everything but read it carefully (and multiple times).

 

Horde3D source code is small and easy to follow (not the best architecture for current gen but it's a good start).

 

Google "Data Oriented Programming" and read the Bitsquid blog

 

More useful link here


In Topic: Want to create a cloud in 3d array

14 May 2015 - 08:12 AM

 

I would try starting with a  sphere or an elipsoid and then distoting it with few random function.

 

 

This will provide good control over the overall shape and position of the clouds while keeping a more realistic random appearance.

 

Same technique used to generate explosions (slide 57), also this video.


In Topic: Want to create a cloud in 3d array

13 May 2015 - 07:44 PM

EDIT: Turns out I misread the question. Check answers below

 

You can render it using Volume Rendering techniques.

 

IMO, the easiest way is to put that data in a 3D texture and ray march in the pixel shader.

For each pixel, compute the pixel's view direction and sample the 3D texture at N steps from the near to the far plane.

 

You can also convert the 3D array into a distance field to improve performance, etc.

 

 

Another method


In Topic: Shader and shader buffer management resources

06 May 2015 - 08:23 AM

The only book I know that (kind of) covers this topic is GPU Pro 3 (Chapter V.4 Designing a Data-Driven Renderer).

 

There's also a lot of topics on GameDev.net about this (look for Hodgman replies):

 

Link 1 (you should probably read this one carefully)

Link 2

Link 3

Link 4

Link 5

Link 6

Link 7

Link 8

Link 9

Link 10

Link 11

Link 12

Link 13

 

You should find lots of info in those links.


In Topic: Direct3D 12 documentation is now public

25 April 2015 - 09:43 AM

By the way what is the purpose of the D3D12_DSV_READ_ONLY_DEPTH and D3D12_DSV_READ_ONLY_STENCIL flags in the Depth Stencil View ?

 

It can be useful for some effects like unbird mentioned.

Example: Rendering light bounding volumes in Deferred rendering. You bind a read-only DSV to enable depth testing and a SRV of the same depth texture that the shader will sample to reconstruct the pixels position.


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