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Member Since 10 May 2012
Offline Last Active Mar 25 2013 06:26 AM

Posts I've Made

In Topic: Unity, yes or no?

02 February 2013 - 08:38 AM

And here is an example of what type of lighting Unity can do in highly capable hands.


Wow! that cloth shader looks amazing!


Speaking of lighting and graphical quality the following game that is currently in development looks fantastic:


In Topic: Understanding the Jump Point Search algorithm

06 November 2012 - 10:07 AM

Hello Markk

Attached File  jump-node-explained.png   36.96KB   88 downloads

The above image was derived from images from the whitepaper: http://grastien.net/...s/hg-aaai11.pdf

Please see lines 8-11 on Algorithm 2 (function jump) for the logic behind this. I hope that this helps you to understand why the successor node is forced in this particular scenario.

In Topic: Seams between tiles

15 June 2012 - 07:37 AM

Disabling mip-mapping is not the best idea. For one you will get strong artifacts when moving around and using detailed textures, and it is slower than using mipmapping

I don't think that is the case for me because I have an orthographic camera. Somebody suggested to me that there is very little advantage to mipmapping for 2D...

As you can see, higher mipmap levels result in a relative broad border, so you can't just calculate it once and apply it to all levels. Either you need to ajdust it dynamically depending on the mipmap level (expensive, newer hardware needed) or you should repeat the border of your tile. As far as I remember the latter has been done in the id-tech5 engine (megatextures utilize lot of atlases).

Very interesting, thanks for pointing that out.

In Topic: Seams between tiles

13 June 2012 - 08:49 AM

you need a incomplete Mipmap pyramid

Are you saying that this applies when I have mipmapping disabled?

Texture arrays is still a valid alternative (i think TA were born for these problems)

Yes these would certainly improve matters because I could take a completely different route. Unfortunately ShaderLab (in Unity) does not provide bindings for sampler2DArray

In Topic: Seams between tiles

12 June 2012 - 08:38 PM

I've been experimenting and found that disabling mip-mapping on my texture and simply offsetting UV coordinates (on mesh, not in shader) by 1 / width and 1 / height of atlas using:

lower_left_uv.x += 1 / width;
lower_left_uv.y += 1 / height;
upper_left_uv.x += 1 / width;
upper_left_uv.y -= 1 / height;
upper_right_uv.x -= 1 / width;
upper_right_uv.y -= 1 / height;
lower_right_uv.x -= 1 / width;
lower_right_uv.y += 1 / height;

Whilst this seems to work (through trial and error) is there any logic to this?