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Titan.

Member Since 04 Apr 2013
Offline Last Active Aug 22 2013 08:45 AM

Topics I've Started

How far can we go before having trouble ?

18 July 2013 - 07:08 AM

Hi,

Since I have a sick and twisted mind, I'm wondering how far can we go before having trouble with "not-nice-things" in games ?

 

some examples:

- Have an extremely racist main character ?

- Play a terrorist that try to drop a bomb in a public place ? (with score based on victims number)

- Play a kid doing a bloodbath in its school ?

- Show naked children ? (not in a sexual context)

- A torture&murder simulation game ? with rape ?

 

and if we overstep the line, is there any risk beyond interdiction to sell in some countries (which would be a nice advertising^^) ?

 

Edit: I'm from France, but I guess it's more or less the same in most of the Europe and north America countries ?


Holes on marching cube algorithm

19 June 2013 - 02:41 PM

Hello,

I usually don't throw all my code over the internet to say "find the problem please", but since I'm stuck on these 10 lines for 3 full days I thought i'd give it a try.

I'm implementing the marching cube algorithm, but the output mesh has holes, here is a screenshot:552324bugmarchingcube.png

and here is mycode: http://www.copypastecode.com/643471/

It's really basic yet, no optimization, no continuity between chunks.

VoxelData is a temporary storage struct.

edgeTable and triangleTable are the universsal lookup tables that we can find everywhere: http://nucleardevs.wordpress.com/2011/11/17/marching-cubes-sourcecode/

The mistake can't come from somewhere else since a cubic-minecraft-like version of this function work fine. If someone could take few second to tell me where I'm wrong i'd be glad, or tell me where I should look since I have no clue anymore...


how to start with geometry shader (in cg) ?

04 April 2013 - 10:42 AM

hello,

I have a lot of trouble to learn geometry shader, I work in cg and i haven't find any tutorial or usefull documentation about it.

from now i have read the nvdia's book: http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter01.html, and implemented sucessfully nice looking lightning (with normal map, specular map, etc) and some animation.

 

but for geometry i only found some sample from nvida not commented and in ASM and some article about the concept and the purpose of it.

 

it took me a day to actually get a working simple pass through hello world:

 

 

TRIANGLE
void mainG(AttribArray<float4> position : POSITION)
{   
emitVertex(position[0] : POSITION, float4(1,0,0,1) : COLOR);
emitVertex(position[1] : POSITION, float4(0,1,0,1) : COLOR);
emitVertex(position[2] : POSITION, float4(0,0,1,1) : COLOR);
}
 

 

do you guys know any good reference that google don't ?

 


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