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Member Since 01 Mar 2012
Offline Last Active Mar 31 2013 05:42 PM

Posts I've Made

In Topic: Shaders: Lighting has different brightness on different PCs

12 February 2013 - 03:09 PM

Source material is fine


ok, good to hear

trees appear practically black

yeah... they don´t do that on my screen ^^.
Anyway, because of this bug I tried a workaround with a brightness option, so even your screen would probably be fine ;-)

In Topic: Shaders: Lighting has different brightness on different PCs

12 February 2013 - 10:13 AM

Thx @all for the answers!


Ok, I´ll just finish my current ToDo and then will test all the things you suggested.

It´s quite possible that I messed up something in the code and did not write it in the "standard-way" of doing it since this is my first time using GLSL.

It looks like this language is a bit nasty compared to Java and its convenient Exceptionswink.png.


Btw, what do you think of the overall graphics quality?

My friend always wants to know what others think of his workwink.png.

In Topic: Shaders: Lighting has different brightness on different PCs

10 February 2013 - 06:50 AM

It has been a while since I worked on the graphics (have been busy with other functionalities), but this bug still affects the game.


Every one that works on a computer with this bug is able to set the brightness to 50% and the overall lightness is good. But it doesn´t create the effect I wanted:

Now everything looks the same, regarding brightness. There are no bright or dark parts like those on the computer where this bug doesnt occur...


What could  POSSIBLY  make the SAME shader work DIFFER ENT on different machines?

Are there ANY possible circumstances that influence the calculations?


Still thanks if anyone knows anything...

In Topic: Shaders: Lighting has different brightness on different PCs

28 December 2012 - 05:04 AM

i still have not found the cause of the problem, but I think I at least was able to reduce the consequences of the bug:
Now the player can decide for himself, what brightness suits him best.


But still,

if anyone knows why there are different calculations on different pcs when using shader, an answer would be much appreciated.

In Topic: Server position relay to clients instantly or delayed

26 December 2012 - 10:35 AM

I had to program the same thing as well (just for a 3D game) and my current solution is this:


Whenever the server gets information about one clients position, he simply saves it (no cheat-prevention yet). As soon as he comes to the main loop,

the position of all clients nearby a specific client is sent to that specific client.

Since I have to transmit much more data than that (terrain, objects, actions, ...), I ran into those bottleneck problem you described.


To prevent these problems, everytime the server wants to send something to a client, he tells a client-object (i´m doing java, object-oriented) the data that he wants to send him. This objects simply saves all the data that is to be sent and from time to time the main program tells all client-objects to send a bunch of data. The client-objects now take the first 310 bytes and send them to the clients. Therefore, no problems with sending too much data is eliminated.



But maybe, I went to much in detail. I don´t know how much data you have to send altogether, but if it´s just a few bytes about position, you should be fine just sending all at once. The chunk of data shouldn´t be that "large".