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meeshoo

Member Since 16 Jun 2002
Offline Last Active Jan 16 2014 06:54 PM

Posts I've Made

In Topic: Rendering with only 8 lights active

16 December 2013 - 04:07 AM

Deferred shading is the way to go with so many lights, but artistically speaking there are too many lights in there. There are different "kind" of lights you want in a scene:

 

1. lights you want to see (i.e. light bulbs). You can use some halo textures and light maps to bake these in, having little performance impact

2. lights that you want to see reflected, like if you have a car in a show room and you want lots of lights bouncing off its surface, you usually solve this using some environment texture mapping effect

3. light that actually affect stuff which can be also per-vertex or per-pixel, the later being the real performance hogs.

 

From an artistic point of view however the less lights you use, the less confusing is for the player and the more dramatic effects you can obtain. If you look at professional films and photos you can see there are only a few lights that are used in a clever way to produce astounding effects. The more lights you add, the more fatigue and confused the player will get.


In Topic: General Game UI Requirements

12 December 2013 - 08:22 AM

Really depends on your game. If you have tutorials, you don't need an entry for instructions in the menu, but an option to enable them in gameplay. Generally the less you have the better as a general rule, less confusion is always a winner. You should have a Play, Options and maybe Quit buttons in the main menu, and if you have several difficulty levels I will put that the next set of options after pressing Play. Within options depending on how many you have you can go with only one menu or have sub-menus. If you only have sound settings for example there is no need for multiple menus. If you have a lot of graphics tuning options and then audio and input and so on, then it is better to make a menu for each. Generally it is not a good idea to go more than two levels deep, you risk to confuse your average user.


In Topic: Navigation mesh

06 December 2013 - 07:44 AM

Usually you have to edit it yourself. If you would have an automatic way of doing it, than your bots could use that mechanism instead of the mesh, so there would be no point for the mesh to exist.


In Topic: Motivational - Learning and Frustration (Part 3)

05 December 2013 - 11:45 AM

Since English is not my native language I still have to learn the subtle meanings of various words and expressions. I used failure according to a definition I have found on the internet in which the first meaning enumerated among many was:

 

1. The condition or fact of not achieving the desired end or ends

 

This is what I actually try to express, the fact that you try something but not achieve the desire end.


In Topic: nice reading simple model file with stdio

05 December 2013 - 11:41 AM

There is this winapi function; http://msdn.microsoft.com/en-us/library/windows/desktop/aa364955(v=vs.85).aspx


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