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Member Since 12 Mar 2009
Offline Last Active Dec 19 2013 06:05 AM

#5061763 Best way to render complex model

Posted by on 14 May 2013 - 06:35 AM

You can try out a BSP tree culling, and then start having Occlussion culling if that is needed. and i dont know how many objects you are having in your sceen, but you can easily optimize the

matrix multiplication with SIMD & Parrarlism. this will probably have a good effect for you.


But as the previous answer said, is that, there is no "common" way for this, try out some stuff and find the best solution for yourself.

#5031747 RTW tutorial for DX

Posted by on 13 February 2013 - 04:19 AM

Make sure to keep the rest of gamedev updated aswell :) i am going to follow this thread if you find out more.

#5029758 Loading texture from file

Posted by on 07 February 2013 - 10:52 AM

If you take a look at this site : http://msdn.microsoft.com/en-us/library/windows/desktop/bb943991(v=vs.85).aspx

You will find a detaild guide on how the bytes are pack in the header and how you later can use them for textures and how you bind data to your texture.


This is all withing the dds fileformat! realy neat.

#5004956 What can software rasterizers be used for today?

Posted by on 28 November 2012 - 07:55 AM

I belive they are still usefull today, i mean why would they be "depricated" just becuase gpu´s are more efficent at it?

hobbyist might want to use them for 2d games or 3d games. or to do some wierd application that do some cool 3d render when you write text. or what ever :P
i can probably think of some.

"And what are the most important target devices today that lack a GPU?"
- Thos darn LED displays that are on busses and trains. i hate it that they cant do better effects with their texts. ( There probably are some sort of rendering stuff in them, but probablt not a gpu :P )

#5004152 Shader Functions

Posted by on 26 November 2012 - 02:43 AM

If i remeber correct. #ifndef/#endif are far more efficent to use rather than an "if-branch" in the pixelshader.
and you could set your defines in an global header file that you include to all your shaders. you could allso rewrite that file at runtime to set diffrent graphics options.

#5003433 Rendering Normals (For Debugging) using the Geometry Shader

Posted by on 23 November 2012 - 03:27 AM

have you tired render the value as a color? it´s more easy to think of when you got colors. Or atleast i belive so.

#4996560 Time to write rendering engine from scratch

Posted by on 02 November 2012 - 09:36 AM

Generally unsure of myself? 15 years rusty?

And it would take Spiro 2 days and it would take me 2 months?

Who is Spiro trying to impress? A group of anonymous computer nerds?

FYI I've programmed OpenGL every day for the past 15 years, and patented my own rendering system in the process. My own product already served as a rapid prototyping tool and I solved their actual problem in my first few hours.

It just happens they want the source code (a license of which I sell for $250K).

I'm just pointing out that people don't usually write rendering engines from scratch anymore (the one I wrote in 1997 is still working fine thank you), and if someone tells you they can write a rendering engine from scratch in 2 days they are lying.

So by reading your first post, this is my toutghs :
- "It's been a while since I wrote one from the ground up (15 years or so), in fact it seems hardly anything in graphics is written from scratch these days. The pay is great so I don't have a problem doing it, but am at a loss for an estimate and wanted to get a consensus from those with experience."

Here you state it was a long time you wrote it from the ground and up. (by just sligtly reading, this is easy read as "i havent done it in 15 years" )
And to add the title states, "Time to write rendering engine from the scratch", this adds more to the idea that you havent done it in a while.

- "How long would you estimate it would take to write an OpenGL program that can load say OBJ files and render models without fancy shaders?"
This gets me to think, you are asking for advice out from experienced developers to get some estimate on how long this task would take, because you sound like a rookie on the sentence befor. ( you might not be a rookie )

- "Who is Spiro trying to impress? A group of anonymous computer nerds?"
I belive none, in fact, i think you got this on the wrong hand. as we got your "Question" on the wrong hand aswell.
If you have been writing OpenGL for 15 years, the you would be pretty sure of how long it would take you to develop that stuff, due to the fact that you know the problems, the issues, and the solutions for it. and you would allso give an planned approach and estimate upon that.

#4996494 Time to write rendering engine from scratch

Posted by on 02 November 2012 - 05:09 AM

As L. Spiro say, it´s personal. And if you dont have any experiance in coding with either Dx or GL it will probably take a while to figure out how things work.

Use Assimp, it´s easy, it´s good, it´s fast and honestly saved me alot of work and time. it allso supports a ton of formats.
estimate to one month. thats a good start amount, you have room to develop, and to fix bugs, and to correct or rewrite stuff if you are forced to.

#4995337 Making two vectors parallel

Posted by on 30 October 2012 - 03:19 AM

v2 = v1;

now the second vector points in the same direction as the first.

#4992702 How can we design levels in PhotoShop

Posted by on 22 October 2012 - 01:46 AM

One way could be to create a image with the size of your map. and each pixel corresponds to a tile.
and from there you in code chek each color and set a specific tile in the game. so that a green color could be grass, and red could be lava.
You can break this down in more stuff, like a colision image aswell, setting 0,0,0 (black) = no collision, and any thing else is collision.

this thread explains pretty good stuff :

#4974748 Fast "particles" in particle system.

Posted by on 30 August 2012 - 05:11 AM

you should read some topcis on bilboarding, it´s fast, looks good, and is easy to use!

#4971814 CLICALL Managed Function To Unmanaged Error. :(

Posted by on 21 August 2012 - 07:21 AM

well, the way i see it. warnings are never good and must be solved. and thats why i asked what type of warnings you get (To maybe help you solve them out).

But, it´s probably mosty up to you, if you feel that it gives you less headache then go for it. probably wont matter so much in the long run if they arent sever warnings.

#4971367 Need a extra help with your coding?

Posted by on 20 August 2012 - 01:33 AM

Hello Tordin!

Your idea is really nice and I could really need someone for some hints and tips in coding a 3d game / engine, as I am working on a game right now.
At the moment I am living in Austria, so the timezone is the same (GMT +1), you don't need to motivate me and also there is basic knowledge in coding (2d games like Tetris, Snake.. useful applications etc.). There are many things to do, a well proved collision detection, physics (in some kind), sockets and the shader.. also I need to care about the rendering and the performance.

It would be really cool if you would offer some time for me, talking about some topics to give me some ideas and "kicks" to start with. I am using Skype and if you don't mind I would like to add you ;-) Don't worry, I also use the internet as a reference :-)


I´m glad if i can help you in any way. and i´m glad that you thought this idea was a good one. :)

#4970697 Need a extra help with your coding?

Posted by on 17 August 2012 - 05:21 PM


So, some year ago i came up with this idea of helping rookies with their programming to expand my comuncation & mentoring skills!

Since then, i have help´t some rookies with their different stuff they would like to code. Not actualy writing their code, but to stand on the side and help them in a mentoring way, explaning, giving tips and hints on what to do.
This have come with some good responses and i would like to do it again (due to all the rokies are not so much rokies any more)

the main and only reason im doing this is beacuse of that i allways would like to expand my experiances in evey possibleway! and i found out
that this was pretty darn good at that.

Who i am?
I am some guy who love programming and work with it professionaly in the game industry. (and have been for a while)
my primary working areas is Engine & Rendering. but i still know a few tricks about most that involves game development.

Who should you be?
A rookie with a passion for games/coding and motivation to learn. (i cannot motivate you, im sorry. and i wont)
YOU NEED to be with in my timezone gmt +1 ( i acctualy need to sleep, unlike other coders )

other than that i would like to say to every body who´s interessted in doing this to reply in this thread, where you live and what type of stuff you are aiming for.

-- IF i posted this in the wrong forum, please move this thread.

#4970494 f32tof16 confusion

Posted by on 17 August 2012 - 04:13 AM

Yeah, i saw that on the documentation.. but since a uint is 32bits aswell, it´s kinda funny on why it would cast it to a uint.
It could be that on the gpu, an uint is 16bits and only floats is 32bits due to performance.

I will see if i find out why it´s doing this. (skipping your instruction in the orginal code)