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Member Since 15 Aug 2009
Offline Last Active Sep 05 2014 12:25 AM

Posts I've Made

In Topic: spare time project IP

06 August 2014 - 03:46 AM

while you are certainly correct, that's not really the topic. I'd rather like to know how the law is handling this in various countries.

I can Google that for my country and it states that those parts in contacts are not valid, so you don't have to bother to even complain about it.
I thought gamedev.net has people from all over the world and someone could tell/referenz to their law.

In Topic: spare time project IP

05 August 2014 - 08:11 AM

thanks tom, sadly there isn't much information, rather opinions. I'd really appreciate if someone could share some knowledge or reference to sources.
and also how it is handled in uk, france, germany or sweeden

In Topic: What would it take to update an older game with better graphics/physics/parti...

02 April 2014 - 12:51 PM

titanfall was done with the half life engine and that is based on the quake engine. that's the scale you can achieve its just a matter of investment (time, money, knowhow).

it also depends on what side you want to invest, you could redo lot of art (most) and make it look way better. you could also redo all tech. and adding vehicles etc. would be rather a challenge on gameshow and network side.

In Topic: [Software Rasterizer] Triangle Binning Question

20 December 2013 - 05:26 PM


edit: um...what? why is this getting voted down ?

I'm afraid it's because of my fat fingers:

 -was on the way home

 -watched this interesting thread on my phone

 -wanted to vote up

 -but somehow it was detected as down vote

 -I cannot correct that anymore. I'm sorry.


But your results are very interesting, it's rare to see here some actually profiling numbers. yet, your test case is not very tile based rendering friendly. It's just one object at a specific place, if you slightly zoom out, it could actually fit into a tile. And that's actually what your results report, you are about 10ms slower than without the optimization and your binning takes 11.4ms.

A better test case would be if you'd render 32x32x32 boxes, covering most of the screen, then you'd actually become framebuffer bound and your tile based framebuffer optimization might kick in.

My 2cent.

In Topic: Convex hulls in modern games

14 December 2013 - 06:55 PM

I would say most modern engines collide on polygon level, but use various detaillevel of collision geometry. thats why you can buy objects with ccollision proxies in the unity asset store