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IceBreaker23

Member Since 06 Sep 2011
Offline Last Active Oct 14 2014 06:26 AM

#5143219 [GLSL] NVIDIA vs ATI shader problem

Posted by IceBreaker23 on 30 March 2014 - 03:47 AM

Ok I finally solved it with the help of you guys!

 

The problem was in the attribute locations in the vertex shader. NV automatically generates those according to the order in which the attributes where defined, while ATI needs to have the explicit layout(location = index) in front of each attribute. Also I switched to #version 330 otherwise those layout() identifiers are not available. The version change is no problem since i want to implement a deferred renderer in the next step anyway.

 

Again, thank you for your help!




#5143113 [GLSL] NVIDIA vs ATI shader problem

Posted by IceBreaker23 on 29 March 2014 - 01:23 PM

It gives a compiler error without specified #version directive. I decided on version 130 to support as much hardware as possible.




#5137126 ASSIMP skinned mesh with DX9 problem

Posted by IceBreaker23 on 07 March 2014 - 08:38 AM

Thanks for your feedback.

You are right that optimizing it right now is definitly not a good thing to do.

I will implement animation blending as the next feature in my skinned mesh class and will also abstract the mesh from the skeleton and bones by creating seperate structs/classes for them.

 

I already have a fairly good definition of how I want my animation system to work but maybe your article will help me :)




#4898960 Tiling a heightmap

Posted by IceBreaker23 on 02 January 2012 - 09:49 AM

I used Directx Texturing Tool. I can create mip maps but the lower i get in the mip map level the less mip maps are there.
For example:
I use 4 textures and 9 mip map levels:
first level: 4 maps
second level: 2 maps
third level and below: only 1 map. And this is the bug, but how can i improve this?


#4898711 Java Game Programmer

Posted by IceBreaker23 on 01 January 2012 - 11:47 AM

I think nowadays java isn´t a language for games. I am currently running a project for a simple action game in java with AWT, and the main menu(only a few buttons) is rendered with 60 fps only! I would recommend C# or C++.

If you say: "But I want to learn Java" then you should start with the basics as boogyman said.
Furthermore you have to be really patiently cause noone just starts game programming. First comes normal programming.


#4898280 Sorting alpha-blended objects

Posted by IceBreaker23 on 30 December 2011 - 05:01 PM

ill take std::sort for it(i think its a quick sort) and I think an i7 can handle this ;)
Thank you very much!


#4897827 C++ Physics on a ball

Posted by IceBreaker23 on 29 December 2011 - 10:34 AM

You have to set your velocity to. for example:

pos(0,0,0)
velocity(0,1,0)

and in every update loop
velocity.y -= (0.01*time)

with this example you would throw your ball straight up and it will slow down until velocity.y < 0 then it will fall down again(don´t forget stopping it on the ground( = when pos.y == 0 again)

I hope you get it know ;)


#4869723 tooo silly

Posted by IceBreaker23 on 06 October 2011 - 04:07 AM

heyho! i am startinng a project in next month, and i wanted to create a project on gamedev.net
i cant find de fuckin button where i can post the project...
please help me!


#4862377 Sell minigames

Posted by IceBreaker23 on 16 September 2011 - 04:19 AM

Hey all!
In school we have to develop any project we want.
A few of my class colleges and me wanna develop a 2d game.
Any ideas how to sell the game if it is revolutionary in design?
does miniclip buy games?


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