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jeffkingdev

Member Since 03 May 2011
Offline Last Active Today, 02:04 PM

Topics I've Started

Skin Micro Bump

21 January 2014 - 02:11 PM

Hello,

 

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:

http://static.gamespot.com/uploads/original/1179/11799911/2354790-nextgen_ray_allen_watermark_1920x1080.png

 

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.


Learning Curve from DX9 to DX11

01 March 2013 - 09:39 AM

Hello,

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?

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

Thanks
Jeff.

Multiplayer Setup - Lobby

02 February 2013 - 01:58 PM

Can someone please look at my flow below and tell me if I'm correct in my thinking:


CLIENT
- Requests to join a multiplayer game.
- Sends game data to HOST.
- Accepts game data from HOST.

MASTER SERVER
- Accepts incoming message for matchmaking.
- Stores list of players ready to play.
- Pairs players up by random (at first, then by other factors later).

HOST
- Accepts incoming data from client and sends data out to all clients playing the game.


Here's the steps it would work:

1. Client requests to play online game.
2. Server accepts request, stores IP:Port of client.
3. Server waits for another request.
4. Server accepts another request.
5. Server matches 2 requests.
6. Server chooses 1 client to be host.
7. Server sends client connection data to each client and removes both clients from matchmaking list.

8. Both clients send game data to the host, which is 1 of the clients.
9. Game continues till end.
10. If no disconnects, host reports game stats to stat server for online leaderboards/etc.

Q1: Is this how a basic matchmaking server and client/host server works?
Q2: This example shows how a user is the HOST, if I wanted to have a server the HOST, would I need to run like 500 server applications as a service to host 500 games? lets say for example? Is that how that's done??

Thanks
Jeff.

UDP ACK Question

01 February 2013 - 11:45 AM

Hello,

I had a question on how to send an ACK.

So, I am working on a UDP Server, so from a high level can someone please tell me if my logic is correct:

Assuming 1 server, 2 players (possibly more than 2 players)

1) Player 1 sends data packs 1,2,3,4,5 to server (waits for ACK) for broadcast to players who joined
2) Server sends to rest of players, in this case Player 2.
3) Player 2 receives packets 3,4,1 ...
-- Does player 2 send an ACK to the server?
-----If so, what if those never reach player 1?
-- Does player 2 send an ACK directly back to Player1 somehow?
-----Does Player1 send the IP along?

4) Player 1 keeps sending packets it does not get ACK for after X time interval. In this case, it would resend packets 2, 5.

This would be for a out-of-order guaranteed packet delivery.

Thanks
Jeff.

Average Luminance & HDR

02 December 2012 - 09:58 AM

Hey guys:

Is the average luminance values in HDR? Meaning the scene grayscale should be a texture format that can go higher than 1?

Thanks
Jeff.

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