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Member Since 22 Jan 2011
Offline Last Active Jun 27 2014 06:37 AM

Posts I've Made

In Topic: Single player boss battles?

07 June 2013 - 07:47 AM

If you're not restricting yourself to 3D examples, you can take a look at these

-Megaman series
-Alien Soldier, Contra: Hard Corps, Gunstar Heroes( the "seven force" in both gunstar and alien is badass )
-Castlevania series

2D games (especially older ones) seem to have the coolest boss-fights.

In Topic: Incorrect directional lighting when rotating

25 December 2012 - 07:06 AM

When you said lighting is often done in viewspace, do you mean VSSetShader() and PSSetShader() are called once, then all objects are rendered? Because I'm only using the shaders this way so that different objects can get assigned different shaders for their respective materials. How would I go about 'combining' shaders if this is the case?

By this, he means that your calculations should be consistent. Both the normals and the light direction should lie in the same cooordinate frame/space. If you're transforming your normals to viewspace ( transforming them with the view matrix ) then you must also transform the light vector from world space to view space. 

Your normals are in world space alright, but as c0lumbo said, make sure that your light vector is also in world space. Maybe you accidentally multiplied it with the view matrix? ( just guessing)

In Topic: Can't get ssao to work properly

06 July 2012 - 06:47 AM


My normals were getting scored incorrectly. So after fixing that I got this


Oh and by the way, I'm not doing any kind of blurring yet, so you see the noise.
Am I on the right track or is there still something horribly wrong here?

(mentioning again that I'm using a R32G32B32A32 buffer to store my normals and an identical buffer for view space positions, not reconstructing from depth
Normals : http://i.imgur.com/a4Ofm.png
Position : http://i.imgur.com/RQTwE.png)

Thanks for reading!

In Topic: Can't get ssao to work properly

05 July 2012 - 03:59 AM

Me again.

Sorry about not providing enough information, wrote that in a bit of a hurry.

Ok so I tried messing around some more, and I *think* this has got to do with my rendertarget size?

I'm just making the position and normal buffers with sizes 2048x2048 each, whereas my backbuffer is always resized to the application window(maximum size 1600 x 1200).

Should the render targets be the same size as that of the backbuffer?

Off topic : When viewing a view-space normal buffer, is it normal(no pun) for the scene to change color depending on the view direction? I look at the scene head on, everything is blue, when I turn left, everything facing me starts turning pinkish.

In Topic: [SlimDX 11,C#] No RawInput Documentation/tutorial?

06 June 2012 - 06:01 AM

Thanks for the info!

But my problem is... what exactly to fill out in the input processing function. I've seen the msdn documentation for reading in unbuffered data, they've used WM_INPUT and a function GetRawInputData, which I think I can't use in SlimDX ( I checked the SlimDX RawInput class reference but the function is not there).

Another question: you've made the function to be private, how or what function do I call from outside for updating? Will this keyboard input function be somehow called every time there is a key press or release event?

One more: Does SlimDX contain virtual key enumerations like VK_SPACE or VK_CONTROL to identify the key being pressed?

I'm sorry if all this sounds like spoon feeding, but I'm just not able to understand anything here. :(