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CirdanValen

Member Since 05 Jul 2009
Offline Last Active Aug 28 2015 08:18 AM

#5244505 Voxel Ray Tracing

Posted by on 04 August 2015 - 10:10 AM

I thought the point of raytracing was to allow for more realistic light physics? The lighting in Voxelnauts is terribly washed out and dull.

 

Ray tracing can be used for that, but in this instance it's being used to render geometry instead of rasterizing polygons.




#5244111 Voxel Ray Tracing

Posted by on 02 August 2015 - 12:12 AM

A number of years ago for a TigSource competition I made this: https://www.youtube.com/watch?v=4ZRYqqyvFY8.  

...

 

Interesting way to handle the rendering, thanks for the info.

 

 

 

I found an example on Github of voxel ray marching with a fragment shader in GLES/Javascript and it runs surprisingly well. At 2560x1440 resolution, it stayed between 30 & 60 fps. 

 

Demo: http://wwwtyro.github.io/Voxgrind/examples/columns/ (Doesn't work in Chrome for me, but works great in Microsoft Edge)

Repo: https://github.com/wwwtyro/Voxgrind

 

This is one of the more straight forward implementations I've found




#5227634 Best engine/language for a ~2d golden sun/pokemon type game?

Posted by on 06 May 2015 - 08:02 PM

If you are learning/know C...that is good enough to get going. SDL is c-style library, so no compatibility issues or weird features




#5221154 Anyone got any ideas where 4k a sec is coming from?

Posted by on 03 April 2015 - 11:53 AM

This may or may not be related but, I spotted this leak:

 

        bool fLoadMedia()
        {
            WindowSize.w = SDL_GetWindowSurface(Window)->w;
            WindowSize.h = SDL_GetWindowSurface(Window)->h;
            SDL_Rect screenCoords= {0, 0, WindowSize.w, WindowSize.h};
 
            if(bLoadMedia)
            {
                mediaAssets= new LoadMedia(Renderer, MainTTfont, screenCoords);
                if(mediaAssets->fInitializeMedia())
            }
            return true;
        }

 

 

Then in the cleanUp function...

 

        void OnCleanup()
        {
            if(bLoadMedia)
                mediaAssets->fCleanupAssets();
...

 

You are not deleting the allocated memory pointed at by mediaAssets, unless you are calling `delete this;` in fCleanupAssets(); It should be

 

if(bLoadMedia)
{ 
     mediaAssets->fCleanupAssets();
     delete mediaAssets;
}



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