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Member Since 03 May 2011
Offline Last Active Feb 02 2015 07:54 PM

#5184099 2d Car Track Collision Response

Posted by jeffkingdev on 30 September 2014 - 12:18 PM



So, I am working on a 2d car game.  For drivable surfaces, I was planning on using a bit map mask so I could determine if the road surface was drivable or not.  However, anyone have any ideas on how to handle collisions, instead of saying cannot drive, I want to handle a collision, but I would normally need a normal of the face and then use that to bounce off of that surface.  With a bit map, I just know they can't drive, how would I go about creating a normal from a bitmap?


Any thoughts?


#5125458 Skin Micro Bump

Posted by jeffkingdev on 21 January 2014 - 02:11 PM



I heard of a technique called micro bump.  I can't find much about it online, but I assume it's something that simulates very tiny bumps on the skin so as the surface won't appear so flat when viewing close.


Look at this screenshot:



Notice his forehead has lines where the spec light shines.  I'm trying to do similar, but I applied a separate bump and the results are not even close.


Any idea how they get those super nice lines\bump across the skin like that?


Thanks in advance.

#5079229 Stable Cascaded Shadow Maps have made me lose all my hair

Posted by jeffkingdev on 20 July 2013 - 06:43 PM



When I did this, I validated each step before moving on.  The first thing I did was draw a visualization of a frustum from an object's point of view, then I could move my camera around and look at it.  Then I split it into 4 cascades and again draw each frustum split on screen.


Once you have that, then you know that's working and can move on to the orthographic projection step (which I rendered into textures and drew those as quads on the screen to validate those).


And so on...



#5038042 Learning Curve from DX9 to DX11

Posted by jeffkingdev on 01 March 2013 - 09:39 AM


I have everything running in DX9. I am debating about going to DX11 sometime this year. I wanted to know what the learning curve is. I have deep knowledge of DX9, but I'm more interested in API changes that might be totally different than the way they were doing stuff in DX9.

Has anyone gone from DX9 to DX11 and how difficult was the transition?

I know this is a broad question based on many factors, but I'm still interested in hearing anyone's general thoughts.


#5018265 DDS Texture Compression

Posted by jeffkingdev on 06 January 2013 - 12:35 PM


DDS is just a file format. You can have an uncompressed DDS file. Although DXT compression is really good. Did you compare them? Some textures look just as good compressed as uncompressed.


#5018260 Ray-AABB collision detection

Posted by jeffkingdev on 06 January 2013 - 12:15 PM

I'm not sure why your code doesn't work, but check this book out:

It's the best book I've found with regards to collision detection, great code samples and great explanations.

(I'm not affiliated with the book at all, except that I have it)

#5010801 Shadow Mapping using a fullscreen quad

Posted by jeffkingdev on 14 December 2012 - 07:05 PM

I worked on CSM recently myself, although not in GLSL. Although the concept should be the same.

How many Cascades do you have? I noticed your not figuring out which cascade your in before doing a lookup in your shadow map. I assume your shadow map contains 3 or 4 different views?

What helped for me was to do each step individually and have something visible to see each step.

1) Draw a visualization of your view frustum with your 3 or 4 splits
2) Setup a camera you can switch to to see the orthographic view of a particular split
3) Render all splits to a single texture and display that on-screen.
4) Render red/blue/green/purple into that texture representing each split and map it on to your terrain based on your current view.
5) Finally, instead of the colors project your actual shadow map on to the terrain.

Doing each step helped me reenforce what I was doing along the way. Then you can work on each step and figure out what's wrong easier.

Good luck!

#5000654 Ideas for Lua integration in a game engine.

Posted by jeffkingdev on 13 November 2012 - 02:19 PM

I'm not sure what LuaJIT is, but Lua can be used to control any parts of your game. It's nice because you can easily change logic and not have to recompile the game.

I use it for scripting events in the game. Take for example, you have a 3d shooter. You might have a script function for doors. Like 'IsPlayerAtWpt('Door1')'. While that's false, do nothing and wait a second and check again. Then if they are, you can call something 'OpenDoor('Door1')'. So, when they move towards a door, it opens.... stuff like that is great for scripts.

I'm not sure if that answered your question. Both of those functions IsPlayerAtWpt(name) and OpenDoor(name) would call down into more elaberate C++ functions that check your distance against a sphere perhaps and the other would simply play an animation (dynamic or premade)