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IgnatusZuk

Member Since 04 Oct 2012
Offline Last Active Today, 06:54 PM
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Posts I've Made

In Topic: Frustum Culling

13 May 2013 - 06:40 AM

I'm confused with the problem you're facing, all I can offer is some code I use for Frustum Culling. Hope it helps in any way.

 

/* Before rendering the object check if it is visible */
Object::IsVisible() {
	Frustum frustum = scene->GetCamera()->GetFrustum();
	frustum.Inside(this.position, this.radius);
}

/*
   Create: Plane planes[6]
   Iterate through all 6 planes, if the point is outside ANY plane;
   it's not visible
*/
bool Frustum::Inside(Vec3 point, float radius) {
	for (int i=0; i<6; ++i) {
		if (!planes[i].Inside(point, radius)) return false;
	}
	return true; // Point is inside all planes
}

/* Up to you to find out how PointToPlaneDistance function works */
bool Plane::Inside(Vec3 point, float radius) {
	float distance = Math::PointToPlaneDistance(this, point);
	return (distance >= -radius); //We are out of visible area
}

In Topic: Universal OpenGL Version

27 February 2013 - 09:43 AM

Many thanks for the feedback everyone.

Turns out this is the ugly part of game dev, hopefully pumping up the system requirements and some proper error handling, will make people aware of what they need.

I'm targeting people with decent computers, something that can render 3D graphics with post processing at a playable fps, I really REALLY want to avoid the old pipeline, it's just seems dirty, do some newer AAA games even use old pipeline these day?

 

For example I am interested to know what versions of OGL do Valve use for their games on MAC?

 

And I'll probably just end up going with 3.2. seems to be a better choice.


In Topic: Animations

10 February 2013 - 05:17 PM

Procedural animations are my favorite, a bit more complicated to implement but much more dynamic.

I saw something on kickstarter you might be interested in - http://www.kickstarter.com/projects/esotericsoftware/spine?ref=category


In Topic: Organizing my code (specifically regarding graphics)

06 February 2013 - 03:52 PM

Have a look at the Model-View-Controller (MVC) pattern. :)


In Topic: Most pathetic question you will hear today

06 February 2013 - 03:39 PM

Hi,

 

 

You need some books on XNA programming and implementation.  There are numerous ones out there.  Even one or two which are 1 to 3 years old would help a lot.  Some cover the drawing/ mesh area very well.  AmazonDOTcom is a good place to get XNA books, but there are others.

 

Everything you need to learn and implement XNA is already out there, so no - it is NOT dead - but mature. Mono is one of several ways to implement XNA cross-platform, so the ability to do so will be available for years - one reason why Microsoft does not directly support it anymore.

Mono is a good alternative.

But let me make it clear that matrices are irrelevant to the knowledge of XNA/Mono it self, it's Math - Linear Algebra. I strongly recommend learning it before you dive into any 3D game dev, but even for 2D it comes super helpful.


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