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Member Since 26 Jun 2009
Offline Last Active Aug 28 2015 08:31 PM

Topics I've Started

Is Etherfields still available?

06 July 2013 - 06:08 PM



I really want to try out Etherfields, its the hobby work of one developer and I'm interested to see how it plays/looks. Is it still available? I was able to download the files from somewhere but I receive a server message during the launcher and then it quits. Also http://etherfields.pl is not a valid URL anymore.



Reverse Mod

19 May 2013 - 01:22 AM

Hi guys,


I've created something that I think is a fairly new concept. I call it a "reverse" mod. Basically I took the art resources and assets from an existing game (Mythic's Dark Age of Camelot) and built a new engine around it.


If anybody is interested, you can download my reverse mod at this link: https://dl.dropboxusercontent.com/u/8974528/VON_Dist.zip


Please note - the above download does not include DAOC resources, either you will have to already have them installed on your system or you can obtain them legally through the link included in the readme file).


I hope this work is enjoyable to some group of people, I have had fun doing it and learned many things. Many thanks to Dawn of Light group, to MJP and to Matias Goldberg and his father for the royalty-free music.


The reverse mod download is 12MB and the original DAOC resources are about 4GB. You can control the game through traditional mouse/keyboard scheme or connect an XBOX controller and play it like an action RPG.


Some of the things I've done with the reverse mod are:


1. There is no networking or multi-player

2. Character animations are masked on top of each other so that running while attacking is possible.

3. Slight improvements to some graphical areas

4. Combat is more action-oriented.


The reverse mod is a work and progress and by no means complete, however it is a fun diversion and includes a complete DAOC resource viewer, so people who get a kick out of examining game art might enjoy it.

Free Sample Code for beginners

19 April 2013 - 01:41 PM

Hi guys,


I provided this link to another forum member in response to a private inquiry and thought it would be cool to share it with others.





I think the above project has several features beginners will like, though its a bit dated (dx9). It has the implementation of Kasper Faurby's collision detection/response, allowing the actors to walk on arbitrary geometry. The code is old and filled with bugs. In my more recent projects I abandoned Kasper's algorithms in favor of Bullet's Kinematic Character Controller.


Maybe this sample project can be useful to somebody else.

Prevent redundant constants register writes

19 September 2012 - 10:15 PM

Is there a way to prevent API calls like SetPixelShaderConstantF() and SetVertexShaderConstantF() from happening if the value written is already there? Also is this a useful optimization and how expensive are many redundant constants register writes between DIP calls?

I was thinking if the device can't do this automatically, it could be done in software if you move away from the Effects framework and use the ": register (cx)" keyword in your shader generation and then scoreboard the register values yourself with an array of floats in C++.

[DX9] Help with Deferred Shadow Maps

28 November 2011 - 07:19 AM

I'm adapting MJP's Deferred Cascaded Shadow Map code from XNA to DX9.

I'm facing the following issues currently:

1. My shadows render but they do not occlude correctly based on depth, instead they are just plastered on top of the object and occlude the top of the object as well as the ground beneath. Inside the pixel shader for computing the shadow occlusion factor, i have verified that my gbuffer's linear depth comes in correctly and yields the expected CSM splits. I've also verified that the depth as seen by the light appears as expected. However the depth read from the shadow map looks suspicious because whilst it seems to come from the correct part of the shadow map, it is either 0 or 1 there are no in between gradients. I render my GBuffer depth in linear depth and also my shadowmap pixel shader outputs linear depth (though I have tried both ways with my shadowmap PS and neither worked any better) If I just hardcode my shadowmap pixel shader to output a value close to 0 like 0.1f it shows as pure black and if I output 0.0f it shows as pure white.

2. I'm fairly sure that I adapted the 4 split orthographic frustums correctly from MJP's code. Not only can I render them in world space and they look OK, but they also show up correctly when using the color output from the occlusion pixel shader. However, when I use these view/projection matrices to render my shadowcasters, the shadows appear to displace more and more as the main camera's view matrix rotates about. It almost seems like there is some sort of translation before rotation issue. Admittedly I did have trouble converting this part of the code from XNA RH to DX9 LH.

3. The cascade splits seem to disappear when the main camera's view angle is very close to parallel to the ground. If I have a very tall column in the middle of a flat ground plane, the column will cast a shadow across all 4 CSM split frustums. This looks fine if the column is viewed from "above", but if viewed from the ground and looking at a certain angle along the ground, the shadows flit in and out and sometimes are completely absent.

Please if anybody could give me some pointers or help me it would be appreciated. I can post whatever code/screenshots are required, but I didn't want to spam the forums with a huge code post just yet.