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Member Since 17 Dec 2008
Offline Last Active Jul 27 2013 05:10 AM

Topics I've Started

Diamond Beams - Our new release

26 July 2013 - 04:24 AM



Hi guys, we have released our new game a few hours ago. It's an arcade game based on the fantastic and funny Bomb Jack.


You can download it from Apple Store here. It's free! ;)


The promo video:


How do you pick an edge?

25 April 2011 - 06:45 AM

I'm coding a mesh editor and I need to pick edges. I have no problem picking vertices (sphere collisions) or polygons (triangle collisions), but I can't solve a line picking efficiently, I was thinking about picking triangles from a cube envolving the edge, but it's a bit expensive. Anybody knows a way to do this?

Thanks in advance

How road creation works?

07 September 2010 - 10:46 PM

Just curious. I'm a 3D developer but I've never worked in a game. Other day I was playing Burnout and I asked myself, how are roads generated? In generar porpouse, are they static mesh or dynamic mesh? Thanks in advance

Does glAccum use AA filter?

19 October 2009 - 01:27 AM

Hi all, I have a problem with AA in my application, I need to use glAccum function in a post process filter. If I render my objects without this post process filter (so, I'm not using glAccum), objects appear fine without jaggies. Instead, if I activate the post process filter (so, I'm now using glAccum), objects appears with jaggies in edges. I was wondering if glAccum uses or not AA. In my application, the results offered by glAccum (GL_RETURN) are stored in a texture to process the filter. After that, I render a whole fullscreen QUAD with that texture modified by the filter. I have tried to show directly the return of glAccum in the screen, but the results are the same, objects with jaggies. So, my question is: is there a way to activate the AA filter in glAccum calls? Thanks for all and sorry for my English.

Is there any way to increase OpenGL depth buffer precision?

19 March 2009 - 12:33 AM

Hi all, I'm having a problem drawing two objects in the scene. They're very close each other and they don't show correctly when the camera move away, some vertices put on top of others and they shouldn't (yeah, the typical depth precision problem). I have searched in google and I've found this: http://developer.download.nvidia.com/SDK/10.5/opengl/samples.html#simple_depth_float It seems that solve my problem, but this example uses FBO. Is there any way to increase OpenGL depth buffer precision without using FBO? Thanks in advance and sorry for my poor English.