Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 29 Jul 2001
Offline Last Active Today, 03:24 PM

#5143931 Occluding Light in a Deferred Shader

Posted by Promit on 02 April 2014 - 12:12 PM

Deferred shading/lighting has no impact on the problem of computing shadows. You need to compute your shadows in the traditional way, by building shadow maps from the lights and doing depth tests when rendering the lighting. The pass that renders the light geometry will be the one to sample the shadow map and depth test.

#5143393 methods for drawing rain

Posted by Promit on 31 March 2014 - 12:42 AM

There's also a lot of nice rain rendering info in the FXGuide article on Remember Me: http://www.fxguide.com/featured/game-environments-partb/

#5143122 A question about where to store the Camera!

Posted by Promit on 29 March 2014 - 01:51 PM

More parameters usually means less hidden state and less surprises. Embrace it (within reason).

#5142900 choice a 3d axis

Posted by Promit on 28 March 2014 - 11:49 AM

Yeah, interop and consistency are really the big points to think about. Personally I think GL's RH system is idiotic and broken and RH systems should be Z-up, but that's just me. So I would probably use the D3D version, LH with Z into screen.

#5142891 How to time bomb a beta?

Posted by Promit on 28 March 2014 - 11:12 AM

Just plaster BETA all over it and write a date on in obnoxious text.

#5142603 SNES Like 5 Layer 320x240 Graphics Library

Posted by Promit on 27 March 2014 - 09:32 AM



P.S. You're not supposed to call BufferData every frame when using STATIC_DRAW.

#5142598 SNES Like 5 Layer 320x240 Graphics Library

Posted by Promit on 27 March 2014 - 09:22 AM

I am the moderator for this forum and have been for years. I have no idea what to do about this thread.


I also worked for NVIDIA briefly. There's no such thing as licensing, and there's nobody at NVIDIA waiting to accept your money to make your GPU faster. The last software license I can remember NV charging for acceleration was the PureVideo stuff back when GPU video encode/decode was just coming in. Additionally, the GT 8800 technical brief mentions explicitly that the new design is scalar. That was in 2006.


You didn't mention what industry YOU are from but it appears to be one suffering from a lot of completely incorrect information. 

#5141343 Most used model softwares?

Posted by Promit on 22 March 2014 - 07:55 PM

I don't have hard statistics but anecdotally 3DS Max appears to be the favorite by far. Maya is a strong second. Blender, Softimage, Cinema4D, and whatever other packages you can think of have little to no relevance whatsoever. Just to be clear: it's not that they are bad or incapable packages. I'm not commenting on their technical competence. But they simply lack any actual relevance to the workflows commonly used in industry today.


And in a somewhat different category, ZBrush is also extremely common in the industry. I've also seen Sketchup used, not for production but for rapid prototyping.

#5138470 Going from hobbyist to professional?

Posted by Promit on 12 March 2014 - 12:23 PM

How much harder is it without a degree?



Historically, the game development industry values the ability to produce and build more than anything else. We're not sticklers for formal credentials, by and large. And most are fairly flexible with related degree (physics, math, other engineering, etc). Game devs really care about ability and intelligence most. However the last several years have seen a lot of rocky times, a lot of turnover, and a lot of job instability. What that means is there's a lot of engineers out there who have a degree -- sometimes even a master's degree -- and industry experience. So when some of the younger crowd are asking if they really need to get a degree to get a job? Technically no, but it's not a qualifications issue. It's an issue of how you look compared to your peers who are also interested in these jobs. If you don't have the degree, then you've got to stand out in some big way to compensate.


Speaking as someone who worked in the industry before getting his degree.

#5137898 No Low Level Programming is better ?, Please explain this then ?

Posted by Promit on 10 March 2014 - 02:00 PM

Ravyne, I feel bad that you typed that into a forum that doesn't allow upvotes. I am incredibly impressed with your patience.

#5137202 Does more instructions in a program use more RAM than programs with few instr...

Posted by Promit on 07 March 2014 - 03:48 PM


It is not always the case that the entire program code is loaded into memory


Oh really? Why is this so?


Because the OS has the ability to do memory mapping. 


This way it can intelligently load the parts that are actually used, while setting aside the memory addresses for the whole thing if needed.

#5137061 What gets a game to pass certification by a publisher?

Posted by Promit on 06 March 2014 - 10:17 PM

Also to be quite frank, the console makers are often willing to look the other way when a big company asks for some ... flexibility in hitting the requirements.

#5136954 Visual Studio 2013 wariness.

Posted by Promit on 06 March 2014 - 03:04 PM

Haven't upgraded to 2013 yet, but now that I'm running alongside clang regularly it's very apparent that the VC compiler is very, very slow. 


Looks like 2013 is an improvement from 2012, but they still have a long way to go. That's the work I really want to see.

#5136891 Visual Studio 2013 Graphics Debug

Posted by Promit on 06 March 2014 - 11:47 AM

You can't just randomly splice the headers together from different SDK versions. You need to update wholesale to a recent version of the SDK.

#5136857 where to start in terms of making games

Posted by Promit on 06 March 2014 - 10:16 AM

You're on exactly the right path. Just keep building bigger and better games, and learning everything you can about them in the process. Either go for a more complex 2D game, or consider tackling 3D now.


A gameplay programmer, fundamentally, is there to do what needs to be done to make the game. They don't deal with the underlying systems so much (graphics, physics, networking, sound) etc if at all. There are generally people committed to making those building blocks. The gameplay programmer is there to take the blocks and create an actual game out of it.