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Member Since 18 May 2009
Offline Last Active Today, 12:48 AM

Posts I've Made

In Topic: Tessellated ocean with no culling artifacts.

21 October 2016 - 03:47 PM

What depth buffer format are you using? I'd try again with higher precision. 

In Topic: Tessellated ocean with no culling artifacts.

21 October 2016 - 02:09 AM

Why wouldn't backfaces appear in wireframe. Do you mean you are using culling CW or CCW in the shader or that even in solid they show? What do you mean 'even well above ocean surface'?

In Topic: Possible to do LOD terrain with hardware tessllation?

02 October 2016 - 08:58 PM

I do it like this: http://www.socoso.com.au/Tiogra/Index.html?page=basemesh.html A combination of torus and tesselation.

Tesselation has its limits as to how much and it also has other issues, such as the triangular orientation inherent in the system. It is also not magically faster, more triangles still means more resources to render. It is very good for monolithic grids where you have areas that need more detail (such as rocky parts).

In Topic: the very best resources I found for game programming

28 September 2016 - 02:37 PM


Well...If they don't like coding, let them focus on something else, aka animation, design, music, storytelling, etc.

If everyone ran from what they didn't like no games will ever get made.


Even if you love programming and enjoy puzzle solving, when you do programming for a living there is going to be a point where you will come to hate it; if only briefly.

What will you do at this point, abandon your dreams just because you don't like programming?


What about the Indie developers who dream of making there own games, yet they hate programming and can't afford to hire a programmer, should they give up?


I think the point is games aren't just about programming. Not everyone is suited to programming and just at a person to person level, you are welcome to do something you don't like but if you are more suited to model design, you'd be better off doing that and making some money on turbosquid etc. One day someone might commission you for a game.

In Topic: Floating point precision issues on AMD Cards

06 September 2016 - 05:22 PM

So just to go over the basic points:

- You are confident the matrix gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] is updated every frame correctly (no silly error in the camera class)?

- You confident this is a UV coordinate issue and not for example vertices moving or a depth buffer problem?

- You don't have any hardware extras turned on in the Catalyst utility, particularly relating to anti-aliasing?

- You are confident this has nothing to do with the reflection mapping you seem to be doing?

Edit: and have you tried turning down vsync and matching the frame rate in catalyst if it lets you?