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Ender1618

Member Since 30 Apr 2004
Offline Last Active Nov 17 2014 03:38 PM

Posts I've Made

In Topic: View Frustum Culling Corner Cases

03 January 2014 - 04:57 PM

Thanks for that article.

 

Ack that does add quite a bit more processing! So i guess checking all frustum corners to see if they are within my sphere bounds would be the equivalent?

 

I also do AABB culling, i'm using the AABB pn-vertex optimization (mentioned in the Lighthouse article), not sure how it would work in this case (not sure how to get the pn of a frustum as I could with an AABB).

 

Has anyone attempted doing something like the pn-vertex optimization for proper large AABB to frustum checking? 

 

Any semi-optimized (like pn-vertex type things) implementations out there?


In Topic: Choosing specific GPU for OpenGL context?

24 October 2013 - 11:43 AM

Other than Optimus GPU switching issue (say for example we just shut it off in the bios), do any of the cross platform OpenGl Context creating libraries out there such as SDL2, SFML, or GLFW, support device enumeration and device specific GL context creation (with glew support, since i would like to use OGL 4.0 min or OGL 4.3 if available)?

 

From their online documentation, I haven't found it obvious if they do or do not support this (haven't gone into much depth).

 

Or is it just beyond there control fundamentally?


In Topic: Proper shutdown for SDL 1.2 with OpenGL

14 October 2013 - 04:25 PM

BTW I was told that the call to SDL_FreeSurface in shutdown I was doing was incorrect and that SDL would handle the destruction of the surface during quit, so I am not calling SDL_FreeSurface anymore. But I still get the crash and its random.

 

I understand calling glDetele* after SDL_Quit could be a problem, but the crash seems to occur when calling SDL_Quit, not during the destructors of my gl object wrappers that call glDelete*. Why would that be?


In Topic: Flowgraph AI?

30 August 2013 - 11:20 AM

So would you recommend maybe hiding a BT system beneath the visual guise of a flowgraph for the game designers to use, but still letting an experienced designer to build trees directly? Does that even make sense?


In Topic: Flowgraph AI?

28 August 2013 - 09:38 AM

What i mean by flowgraph AI, is the declaritive flow of action activation with minimal or no imperative like side effects. Kind of what a BT does, a flexable rule set (plan) to determine what actions get activated when.

 

 


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