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

#5316132 Tessellated ocean with no culling artifacts.

Posted by on 21 October 2016 - 03:47 PM

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

#5316039 Tessellated ocean with no culling artifacts.

Posted by on 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'?

#5313656 Possible to do LOD terrain with hardware tessllation?

Posted by on 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).

#5313103 the very best resources I found for game programming

Posted by on 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.

#5305390 DirectX11 Multiple Constant Buffer Issue

Posted by on 11 August 2016 - 04:38 PM

Have you tried using b instead of cb?


   cbuffer Standard : register(b0)

#5304577 Random Sky Pixels Shine Through Between Triangles

Posted by on 07 August 2016 - 11:35 PM

It's common practice to not have intersections like that, you would 'stitch'.

This is height map based but the need to stitch is the same. Every big triangle has subdivisions to match the smaller neighbours. If you just moved the smaller ones to be in line with the big triangles there would be errors like you describe



#5300254 Dynamic GPU Instancing

Posted by on 11 July 2016 - 03:44 PM

I sort like this: http://www.socoso.com.au/tiogra/trees.html you could still render as meshes, I just pack em all for simplicity.

#5292800 Terrain Rendering

Posted by on 21 May 2016 - 05:59 PM

What you propose is a little old school. A step up from CPU based ROAM but a step down from modern geoclipmapping (a monolithic draw for all the terrain). At the newer end of the spectrum, you could have a single grid that uses tessellation based on distance and rockiness. Depends on if you want to support DX9.0, 10, 11.1 or 12.

#5291349 Planet rendering: From space to ground

Posted by on 12 May 2016 - 05:45 PM

If you plan to spend most of your work on close to ground, don't try and use a cube map. I've done a few planet to ground's and you can pregenerate a torus, which will allow you to pregen stitching. If you just do a grid by VertexID, you can stitch different sized grids, stitching by passing in a stitch flag to the constant buffer. So, similar to weighting bones in animation, each grid chunk can be passed a scale and position value to tell it where to go with a flag to say which edges are stitched. The height is set (on a 2D plane) by a monolithic height map. Each tile or chunk in the height map is scaled differently, depending on the grid size. Alternatively, you can multisample like in Microsoft's  geo clipmap example. Either way then just wrap the grid by a spherical equation. 


If you want random terrain, you can do rolling hills etc easy enough. The problem is pathing water for rivers. That and an endless world of boring. I'm a fan of random terrain with predetermined major geography (ie a continent sized height map) and crafted points of interest.

#5289794 router programming

Posted by on 02 May 2016 - 05:21 PM

There are different variants of Linux and Linux like OS's which would be more appropriate than generic Fedora or whatever. IPTables is just one system, something like OpenBSD might be more appropriate. Either way, you would still be fiddling with the OS networking additional to the programming. The old school way would be to use SNORT to read packet contents and make routing decisions. Personally if all you are doing is routing, and not value adding like building a firewall with a gui, I'd just use a routing specific variant of linux : https://en.wikipedia.org/wiki/List_of_router_and_firewall_distributions

#5278548 best way to write clean code

Posted by on 28 February 2016 - 06:56 AM

In the mid 1980's my father, a programmer, said soon his job would be replaced by software that could write software. Sure now Visual Studio can create a program using a wizard that would serve the needs of that time but things became more complicated so we still need programmers.


In 1988, soon after Unix was announced as mathematically proven correct, my Software Engineering 101 lecturer said to the class: "in the future all software will be proven mathematically correct". Microsoft never proved Windows and again things became more complex.


I guess my point is I wouldn't look too far into the crystal ball.


Back to the here and now: what others didn't mention is you will need to re-factor, not just because of change in requirements, but because as your skill and experience increases you will find better ways to do things.

#4952966 Don't start yet another voxel project

Posted by on 26 June 2012 - 04:11 AM

A couple of days playing around... why wouldn't you?