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hupsilardee

Member Since 20 Oct 2010
Offline Last Active May 19 2013 07:40 PM
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Posts I've Made

In Topic: Compute project triangle's area

13 May 2013 - 04:39 PM

Pointless but interesting extra maths fact: if A, B, C are transformed by a linear transformation represented by matrix M, the area will be multiplied by the determinant of M. (Note projection matrix is NOT a linear transform ;))

Replace "linear" with "affine" in that sentence, and then it makes sense.

 

Oops. An affine transform is a linear transform followed by a translation.


In Topic: Compute project triangle's area

13 May 2013 - 08:03 AM

http://www.gamedev.net/topic/485795-projected-area-of-triangle/

 

Some other ideas are this ...

 

Use D3DXVec3Project to take each point of a triangle and project it to screen space.

 

Take the cross product of any two screen space triangle points. This is twice the area of the triangle (in screen space).

 

Slightly incorrect. If you take the cross product of two points as position vectors, the magnitude of the resulting vector will be equal to the area of the triangle formed from the two points and the origin, which you don't want.

 

To calculate the area of the triangle formed by the points A, B and C, calculate the normal to the triangle by n = (B - A) x (C -A). The area is the length of that normal.

 

Pointless but interesting extra maths fact: if A, B, C are transformed by a linear transformation represented by matrix M, the area will be multiplied by the determinant of M. (Note projection matrix is NOT a linear transform ;))


In Topic: Enhancing graphics

11 May 2013 - 05:47 AM

Download Blender and fix your gun. Ewww...

 

Reduce the graininess with mip-mapping and linear filtering

A bit more colour variation in the textures would look great. I think the normal scale has turned out alright in this case, whether that's by luck or coincidence. You could do with a little ambient light - a light in that enclosed space wouldn't leave the away-facing parts of the wall pitch black.


In Topic: Random Continent Generating With Perlin Noise

11 May 2013 - 05:39 AM

Grow/shrink the circle using 1D perlin noise? Make the radius a function of the angle, something like this:

 

// PerlinNoise1D(x) returns a value in [0, 1]
 
radius = radius * (PerlinNoise1D(angle) + 0.5);

In Topic: To Defer or Not To Defer

11 May 2013 - 05:34 AM

Some thoughts:

 

Mobile devices generally have really small screens. Is deferred rendering really worth it?

 

As for rendering the scene to a cubemap with deferred rendering, well that just sounds ridiculously expensive, and again, mobile hardware

 

No MRTs means multiple full-scene passes. Thats however many buffers there are in the gbuffer, x7 (1 for screen,  6 for a cubemap).

 

We tend not to use refraction on most transparent objects because it's quicker to use normal boring alpha blending. (Did I misunderstand you here?)

 

I was playing Black Ops 2 earlier, and I noticed a weird transition on the reflections on my golden gun whenever I exited a room. That I suspect is caused by the engine using pre-baked cubemaps.

 

Lightmaps can look absolutely gorgeous if well done.


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