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Member Since 04 Mar 2013
Offline Last Active Yesterday, 09:09 AM

Posts I've Made

In Topic: Terrain type related problems in RTS game

07 April 2014 - 07:06 AM

You can store the data inside your heightmap, use R and G channels for the height level, B for the construction data and the alpha channel for the speed factor.
Using this approach you will only need a short lookup function. Just remember to store the texture info inside the heightmap when you "paint" your terrain.

In Topic: Storing textures (game engine)

25 March 2014 - 03:31 PM

I will probably structure my engine that way, thanks for the reply!

In Topic: Terrain render process

10 June 2013 - 02:24 PM

No idea what "all the other things are".


Sorry, I mean by "other things" Tangent and Binormal.


If the textures are static, you might want to consider baking them together at level load


But as the terrain can change frequently this will generate alot of data processing, no? I will need to calculate the normals, tangent and binormals if they arent stored.


I could use just 2 textures for the pre baked data:


For the height, the x and y in the first texture (so i can have the height up to 65536 or +- 32,768)

For the normals, the z, w in the first texture and the x on the second

For the tangent, the y, z, and w in the second.

For the binormal I can calculate it in the shader w/ the tangent and normal.


2 texture lookups only...


I guess it would be worth saying what GPU are you using, on what CPU


GPU: GeForce 8400 GS (yeah I need a better one)

CPU: I5 (belive this is ok)

In Topic: Diablo/Torchlight based game engine questions

02 April 2013 - 04:42 PM

What I mean by loading using virtual memory is that I dont use normal functions like fopen, I use memory mapping to load the asserts into the memory and then create the "buffers" for each one and give the acess to the GPU.


But really thanks for the replies, they showed me the right way.

In Topic: Vertex Shader - Constant Buffer Array

19 March 2013 - 12:27 PM

Ok I solved the problem, if anyone is having this same problem remember to see if the previous buffer is working correctly first (this can cause a ripple effect on all upcoming buffers)