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Member Since 05 Nov 2011
Offline Last Active Jul 24 2016 05:40 AM

#5248982 Objects distribution within concave polygon

Posted by on 26 August 2015 - 07:41 AM

Finally I found something satisfying, Particle Swarm Optimisation was good for my problem. I used the same fitness function as I used for GA but PSO was much faster and gave a little bit better solutions.

#5140014 My new scene-river zone

Posted by on 18 March 2014 - 08:39 AM

I like how the water looks very much, but I would reduce it's simulation speed because it looks super fast for me :)

#5139936 c# game

Posted by on 18 March 2014 - 03:26 AM

You need to learn to help yourself and how to post/ask questions properly.


I need to quote and extend what L. Spiro wrote, since it is so essential. This is ultimate skill for a programmer, if you can't find information you require, sorry, but you won't go far. If you truly can't find anything, then you need to try do it yourself. If you fail, then you ask. If you won't figure something out on your own, you won't learn or quickly forget. And it is very important to be POLITE, always.

Btw, how did that guy get 772 rep? ;o

#5117282 BIM rendering tool for game development in opengl or ogre3d

Posted by on 16 December 2013 - 04:26 AM

Doesn't your BIM application support exporting to common 3D file format (3ds, fbx, collada, ase, obj)? Which BIM app you want to use? I rendered a building from Revit in my DirectX app no problem, I just exported it from Revit as obj and loaded with Assimp.
I noticed you mentioned Revit in tags. If you worked with Revit you should know Jeremy Tammik's blog, here's a post on Revit 2014 obj exporting:
Blog Post.

#5111785 Deffered rendering : store all lightsdata

Posted by on 25 November 2013 - 02:54 AM

For deferred renderer it is common to do it like this - foreach light draw a bounding sphere/bounding screen-aligned quad/bounding cone (it depends on type of light and your preference), send info to shader about your light (position, color etc.) and blend it.

#5107263 XNA - I like it, but should I continue to use it for 2D games?

Posted by on 05 November 2013 - 03:17 PM

I don't see any problem, unless you want to use dx10 or higher features that is. Windows 8 is normal Windows. You are not forced to make metro apps for win8.


If you want to go higher you can switch to MonoGame or SharpDX toolkit - they are very very very similar to XNA in terms of API design, so it should be easy to get used to :)

#5101557 Increasing performance

Posted by on 15 October 2013 - 09:17 AM

Not too long ago I asked a question about strong guassian blur with focus on performance:



You might find it helpful :)

#5088116 QuadTree ray collision

Posted by on 22 August 2013 - 09:52 AM



I am forced to ask this shameful question here. I've build a quadtree structure which contains 2D triangles. Everything would be nice, cool and fast if only I would knew how to use it rolleyes.gif


My aim is to cast a 2D ray from given point with given direction, and get the closest triangle position. And my question is how should I approach that? Should I add my ray to quadtree and there find collision? Or should I aproach it different way?



#5076374 Any Detailed Tutorials?

Posted by on 09 July 2013 - 10:50 AM

The reason I'm not using an already existing engine, like the Unreal Engine, is simply because they are too limited.


I beg to differ. While it's true that dedicated (homegrown) engine is better because you create what you need, but do you think you can write everything from scratch? It would take a lot of time. Look at other engines, Unity 3D which allow you to use C#, Cry Engine 3 sdk where you can use C++, lua or C#(CryMono), Torque 3D and many more.


As for your original question I would suggest using Havok, it has very good documentation and source code of example applications.

#5072966 Best C# libraries

Posted by on 26 June 2013 - 09:21 AM

SharpDX got it's toolkit, it's clone of xna but you can use dx11 features. I believe they've got their model loading working (not only .x and .fbx files, but many more).

I've been also using JBBRXG11: http://jbbrxg11.codeplex.com/ . It's something like add-on to xna to enable dx11 features. It also got animations for models.

Depending what you want to do, Bepu is my favourite 3D physics engine for c# (it supports XNA, sharpDX and slimDX), for 2d you got port of Box2D and Farseer :)

#5065755 Collision (AI)

Posted by on 29 May 2013 - 02:52 AM

Obstacle is obstacle, if you don't want to make 3D dogfight there is no need for 3D path finding. You can 'flaten' your houses, rocks, fences etc. For dynamic objects it's a worse case scenario. Eitherway you are bound to use a* or it's variation somewhere.


Look at the slides from Valve on L4D AI to get some ideas:




Note that it's fully 3D game, with tons of zombies.

#5065436 Collision (AI)

Posted by on 28 May 2013 - 12:46 AM

If you don't have any ramps, cliffs, caves etc. it's still a 2D problem. So any pathfinding technique is way to go. If your map is more complex, check out navigation meshes.

#5037355 OpenGL vs DirectX

Posted by on 27 February 2013 - 04:01 PM

I suggest changing the topic name because current one looks like asking for a meaningless war biggrin.png


Rewriting your whole code from openGL to DirectX would be time consuming, I would advise you to only change the strictly operating system bound functions (i think it's obvious one, and I  can see you already achieved that). But if your aim is to learn (or revise) directx, it might be a good idea to do it ;)

#5027828 Anyone here a self-taught graphics programmer?

Posted by on 01 February 2013 - 07:06 AM

I am kinda both, since I am finishing my degree next year, but in "Computer systems and programming", and I am starting graphics programming courses in two weeks from now. But everything related to graphics programming I learned on my own. And it's fun, I don't do it for money, but I want to soon (i am worried about this idea since it's hard to find a job dealing with graphics programming in my region :< ).


About picking the material, first I decided what I want to do. After that I used google. I found simple tutorials (just to get the idea). Then I found about GameDev, whenever I am stuck or confused, people here always help me, they are very kind and understanding. Will even give you interesting pointers and new ideas :) Remember that with programing, arts or any other field you need patience, it's key to everything :)

#5027663 How to draw lots of billboard sprites

Posted by on 31 January 2013 - 05:11 PM

For bilboarding in my instanced particles I use folowing code, works like a charm:

            if (this.style == OrientStyle.Yonly)
                Matrix billboardWorld = Matrix.Identity;
                billboardWorld.Forward = Vector3.Normalize(camera.Position - this.Position);
                billboardWorld.Right = Vector3.Normalize(Vector3.Cross(billboardWorld.Forward, Vector3.Up));
                billboardWorld.Translation = this.Position;
                Transform = Matrix.CreateScale(this.size) * billboardWorld;
                var billboardWorld = Matrix.Invert(camera.ViewMatrix);
                billboardWorld.Translation = this.Position;
                Transform = Matrix.CreateScale(size * (life / 3000.0f)) * billboardWorld;

For transparecy I used inferred shading's 3 layered transparency, but I am curious about forward approaches too (I have no idea how I can efficiently sort back to front instanced geometry, so i believe OIT is a must).