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Member Since 22 Jul 2010
Offline Last Active Today, 01:59 AM

Posts I've Made

In Topic: Seamlessly Loop Audio

27 March 2015 - 10:11 AM

what is your target platform? desktop web, or mobiles and the rest of it too?

In Topic: From scratch vs Unity

27 March 2015 - 06:07 AM

fun and learning, also when you jump into a program like unity and find something that doesn't work how you want it to -you can code around it easier.


For instance, I wrote an importer for unity that drew 2d shapes based on binary it parsed... but the shapes coming in were often non-uniformly scaled and in the current version of unity at the time this lead to a huge performance hit, because for some reason they did some crazy recalculations every single frame!

Because of my prior self taught experience I was very easily able to bypass much of unity's rendering pipeline and insert my own, with my own transform hierarchies, my own frustm culling, my own shaders to transform the vertices with the non-uniform scales etc... this different pipeline took less than 2 days to set up and results in something like a x4 performance increase... without the knowledge gained by my own tinkering and experiments and engine building I would have been stuck at the mercy of existing unity engine - and that is not a fun place to be, start filing bug reports and waiting for months and months for fixes to come around.... knowledge is power.

In Topic: Skeletal animation issues

26 March 2015 - 05:21 AM

I am working on something similar at the moment and what I did was to render things on on the cpu as an overlay showing the positions of each of the transformed nodes to ensure they all line up properly visually.


It is pretty easy to do and very useful for debugging, essential you draw a line from each transform to it's parent if it has one, that way you can start to isolate where the issue is as with skinning there are many points of failure, from the shaders to the interpolation to the correct hierarchies.


Also for testing I made a simple 3 bone test shape and also exported the bone geometry - so much easier to debug when you are dealing with a simple 3 bone 2 parent system :D


Best of luck!!

In Topic: Efficient way to check which lights belong to which meshes?

23 March 2015 - 01:49 PM

I was going to echo what Promit said.

even 500 objects against 20 lights would only be 10,000 checks - which isn't ideal but should still be pretty fast.

I guess the issue comes from how you do your prioritising, do you choose the 1st 8 lights you find or do you also check each light against the current light list to ensure only the 8 closest ones are used? You might get away with just picking the 1st 8, then there is no swapping or rejecting etc...


You could do a sweep and prune type thing if you wanted in 1 or 2 dimensions and that should reduce the number of checks you do by quite a bit.

Also anything that is static and predictable should be handled separately if you can - but this won't work if your situation means everything is dynamic.

In Topic: Programmatic Pixel Art

23 March 2015 - 01:27 PM

@Zlodo nice, in the link you posted under the comparisons section you can see the XBM format:
#define test_width 16
#define test_height 7
static char test_bits[] = {
0x13, 0x00, 0x15, 0x00, 0x93, 0xcd, 0x55, 0xa5, 0x93, 0xc5, 0x00, 0x80,
0x00, 0x60 };
that is very much like the idea I described in my reply, not that much use in this day and age but still fun to play with all the same!
as an additional note to think about with things like this is the editing side of things... if you wanted to grab and move a selection of pixels and move them (some that is easy in an image editor) most text editors are going to fail here :( so just another things to bear in mind - are generation will probably be very tedious indeed