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lunkhound

Member Since 25 Feb 2013
Offline Last Active Today, 12:04 PM

Posts I've Made

In Topic: How to scale UI without losing image quality?

07 December 2014 - 02:44 PM

I was looking around and I found an image format called SVG. from what I understand, it scales really well with any resolution. What's your opinion about it? and why isn't it replacing PNG as a file format? 

 

Well PNG is for compressed raster/bitmapped images (i.e. a fixed resolution).  I don't know much about SVG but from a cursory look, it seems to be a vector graphics format, where shapes are described with curves and such.  PNG and SVG are really very different.  You wouldn't want to save your raster images as SVG, as much would be lost in the translation (I'm not even sure if SVG can do raster images).  Likewise you wouldn't want to save vector based art in PNG format as that would lose all the scalability.

 

There is software that can convert from a raster format like PNG to SVG, but I wouldn't expect the results to be very good for detailed images like what you are trying to scale.


In Topic: How to scale UI without losing image quality?

07 December 2014 - 01:59 PM

This is really just an extension of what you are doing already.

Take all of the details that don't scale nicely (anything with sharp edges like the little cracks and nicks, the gem inlays, etc) and make each one into a separate texture (with a transparency channel).  Remove all the details from the image so that what is left can be scaled using your existing method.

Then after scaling, apply all of the detail textures (with alpha blending).  Taking some care to place the details appropriately on the scaled image.


In Topic: Ogre for graphics, bullet for phisics and what else?

06 December 2014 - 12:42 PM

For audio, I'm using OpenAL-soft.  It isn't as full-featured as FMOD, but it is open source, and I like having the code to everything I'm using.

I'm also using http://nothings.org/stb_vorbis/, a public domain Ogg vorbis decoder.

 

Other libraries I've found useful include:

  • nvidia-texture-tools -- for creating compressed textures
  • Intel Threading Building Blocks -- task scheduler for multicore processors

However, I suggest taking a look at UE4 -- for $19 (or $19/mo for continuous updates to the code) you get a complete high-end game engine with tools -- with source code to everything (except PhysX, the physics engine).  It's going to be miles better than anything you'll be able to cobble together with libraries like Ogre.


In Topic: Searching for a cheap 3D cloud algorithm

28 November 2014 - 01:21 PM

I won't neccessary go through the clouds but will get close to them.

Lets say I just have a small subset of clouds but those need to be updated every frame.

I already tried to model a cloud with a bunch of small billboards but this was too costly. I generated a lot of points (which were transformed to billboards in the geometry shader) with the CPU but sorting them was just too slow.

 

If sorting particles was the bottleneck, you could use a fast order-independent transparency method such as WBOIT to skip sorting altogether.


In Topic: Why not use UE4?

16 October 2014 - 11:53 AM

One reason against using UE4 that I haven't seen mentioned is:  because you don't get access to ALL of the source.

 

Specifically, the physX source remains unavailable, as I recall.  So if having all of the source code is important, that could be a dealbreaker for some.


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