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Member Since 22 Mar 2004
Offline Last Active Yesterday, 06:57 AM

Posts I've Made

In Topic: How to implement Cascaded Shadow Map technique ( simply )?

24 May 2016 - 02:35 AM

Have you implemented basic shadow mapping yet?

In Topic: A Brain Dump of What I Worked on for Uncharted 4

11 May 2016 - 03:18 AM

That's very cool, cheers for sharing. Are you allowed to share information on the tech used? I'm curious to know about what language(s) and framework(s) were used for the level editor and so on.

In Topic: Considering two methods of lighting

04 May 2016 - 09:34 AM

I'd suggest looking up "Shadow Mapping" first, it's a basic approach that gives rough results but is a great starting point for learning about it.

In Topic: The best way to render text in D3D12

04 May 2016 - 02:37 AM

In my immediate mode GUI I achieve some pretty nice font rendering, dynamic geometry for the whole UI is created each frame:




I create quad lists for the text and update a vertex and index buffer each frame. I originally looked at using distance field fonts but i found it hard to achieve the same quality of rendering. The bitmap font sheet was rendered with the Angel Code bitmap font tool. I've added in some GUI elements that use the different font effects such as italic and drop shadow.

In Topic: Hi, Im Dave and I'm an Generic-aholic.

29 April 2016 - 08:25 AM


TL;DR: I always try and create generic systems in game, as a result things take longer than if it was a Specific implementation. How do you decide if something should be generic or specific.

There's an old saying that you should "write a solution from scratch once, copy/paste it the second time, and refactor it to be generic the third time". While not hard-and-fast rule, I do find it a useful guideline.

Make yourself always write the specific implementation the first time. When you realise you need the same functionality in another location, it's pretty likely that you now have a better idea of the problem constraints than if you'd have tried to make it generic right off the bat.



I think the other half of the issue is the mentality of trying to code something to cater for all possible future use-cases which is impossible. If you know of a future use-case then it just becomes a current use-case but one can waste alot of time trying to allow for them.