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Member Since 18 Jun 2013
Offline Last Active Sep 21 2014 02:16 PM

Posts I've Made

In Topic: Which algorithm is more efficient for visibility culling? BSP or OCTree?

12 September 2014 - 05:51 PM

You can use Sweep and Prune that is commonly used in Physics.

SAP tests can be done with 3 "if" checks.

Updating the the structure is O(1) too.


I'm managing a 100k cubes demo in WebGL with 44fps. Without SAP it runs at 7fps only.

In Topic: I want to be a game developer.....so what should I so ?

04 July 2014 - 04:59 PM

There are different paths.

- Work in a game company
 - Good to learn the workflow
 - Get experience and make mistakes
 - Choose one of the 3 majors:
  - Programming
   - Computer Science courses helps a lot
   - C# + Unity3D (good starting point w/ lots of tutorials and examples)
   - Javascript + Canvas2D (also lots of examples in the web)
   - Actionscript3 (Flash editor also offers a good ambient)
  - Game Design
   - Books
   - Self Experience = Play Games a lot
   - Tutorials and Post-mortem docs from AAA games
  - Art
   - Also another major that needs extensive training and education
   - 2D (Photoshop, Vector based editors,...)
   - 3D (Maya, 3D Studio Max, Blender)

- Make your own game
 - Programming
  - Unity3D (fastest way to see code to result)
 - Game Design
  - Self Study and Learn by example
 - Art
  - 2D (faster do create and less complex than 3D)
    - Photoshop / Vector Art

 - Best Practice = Work in a team
  - Really hard to handle all stuff alone

In Topic: WebGL - How to send an array of matrices to the vertex shader?

28 June 2014 - 12:18 PM

I don't remember if I succeeded in sending Matrix4 arrays.

My engine is sending Vec4 arrays for now.

The reason behind this is that Transformation matrix can be 3x4 which spare you 1 Vec4 per matrix.

Considering you have a limit of uniforms in the vertex shader, this is mostly welcome!

In Topic: Haxe WebGL Engine

07 May 2014 - 12:26 PM



Haxor is now it is available for download!


You can use it with FlashDevelop and the Haxe language.




Attached File  launch_wide.png   186.2KB   16 downloads



In Topic: GameEngine from start to finish(DevLog)

17 January 2014 - 09:00 AM

About doing in C++ allowing C# scripting, I found it great!

My experience making these two communicating is really shallow so I could not use this technique!

My point is that making the end-user working in C++ nowadays isn't that productive anymore.


Using XML as scene manager was my choice to avoid binary data being loaded with XMLHttpRequest (HTML5+WebGL Engine).

Other data is a mix of XML and Base64 bytes compressed using LZMA.

So a 'mesh' would be: