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PaloDeQueso

Member Since 16 Oct 2001
Offline Last Active Today, 12:06 PM

Posts I've Made

In Topic: Mad question- how to reconstrught height map from normal map

Today, 12:10 PM

Are you planning on doing this in real-time in a shader? I ask because that could result in quite a performance hit. Also, if you are not doing it in a shader, there is software that can already re-build height maps for you, given an obvious height scale parameter. It's important to note that if you are mapping something like stone, where one "bump" in the normal map might have the same slope as another, you will end up with the same height at those two different places because the curvature is the same and there's no way to know without the original height map where the slope ends in height at those distinct spots.


In Topic: Tile Map Editor - Individual Tile editing

22 December 2014 - 07:48 AM

*Obligatory don't do it yourself unless you really have to reply!*

 

Before you delve into this, have you looked at Tiled (http://www.mapeditor.org/)? It's very powerful and would easily create these sorts of maps with the right tile-set.


In Topic: Terrain tesselation and collision

18 December 2014 - 12:49 PM

As mentioned previously, these things are indeed separate. I have also been working on the problem.

What I do is keep the mesh data in very very small patches. I can tessellate these patches on the GPU

for more visual detail, or turn them into a grid to pipe to the physics system. It works pretty well.


In Topic: What is a day like in the life of a programmer?

14 March 2014 - 11:32 AM

I often describe my day simply as such:

 

40% research/reading

40% conversation

20% coding


In Topic: SFML 2.1

03 February 2014 - 08:25 AM

I've had no issues thusly with any of the modules. I would avoid their threading stuff now though, since c++11 threads are pretty good.


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