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Dawoodoz

Member Since 16 Aug 2010
Offline Last Active Jun 19 2014 08:10 AM

Posts I've Made

In Topic: Standard approach to shadow mapping multiple light sources?

19 June 2014 - 06:54 AM

I use subsivision of a square atlas for multiple depth maps to use the same texture slot. By removing all allocations in the atlas each render of the world, there will be no more than 3 unused squares per size after allocating a new square and a fixed size array can be used to store them.

 

https://code.google.com/p/david-piuvas-graphics-engine/source/browse/trunk/Engine/QuadAllocator.cpp


In Topic: Web Games/Apps - Kick starting help needed!

19 June 2014 - 05:32 AM

If you are just making a 2D game then try to use the built in 2D graphics that comes with Java because it might work longer in the future. Games I made in Windows 3.1 with plain 2D graphics still works in Windows 7 but my 3D games from 2009 require workarounds to play because the engine got obsoleted.


In Topic: Renderqueue / shader system design question

02 February 2014 - 10:20 AM

Try to normalize your collection of istances to the first normal form without sub objects so that they can be easily sorted as one list. Design many models in separate files and place them in a level editor to allow dynamic physics, multiple detail levels and easy reuse of models between games.


In Topic: Renderqueue / shader system design question

02 February 2014 - 03:45 AM

I only sort by instances since anything advanced will just move the bottleneck to the CPU.

 

I use one opaque/alpha flag for the whole model and design with separate instances. This is not a problem since it is mostly particles and breakable windows that use alpha filtering.

 

I once tried removing the code that changed textures and the framerate did not change at all.


In Topic: Renderqueue / shader system design question

01 February 2014 - 05:13 PM

Draw opaque from close to far to maximize use of the depth buffer's quad tree optimizations since the pixels are the bottleneck unless you have thousands of tiny items.

Take a copy of the depth buffer if you want to support deep particles.

Then draw alpha filtered from far to close with depth writing disabled to show each layer.


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