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Member Since 25 Aug 2004
Offline Last Active Mar 17 2014 02:27 PM

Posts I've Made

In Topic: Niño, a (free) game for iPhone and iPad

17 March 2014 - 02:28 PM

And we have created a trailer. Please check it out:

In Topic: Goto and Loops - NOT a goto discussion

10 January 2013 - 06:10 AM

The code won't compile using gcc:



In function "int main()":
10: error: jump to label "looped"
17: error:   from here
8: error:   skips initialization of "int i"

In Topic: Impressive little 2d water simulator

09 February 2011 - 02:39 AM

This little demo seems to be getting popular, someone just came up with a port to flash with source code.


And I ported this (realy great demo, thanks!) to iPhone and iPad: http://www.infi.nl/blog/view/id/98/Liquid_on_iPhone_and_iPad

In Topic: portal engine visibility math, alternative approaches

14 September 2004 - 10:33 PM

'My' aproach works best with large sectors. The sector's can be non-convex (unlike descent) if you render the sectors using z-buffering which is pretty standard today :-).
I think this method is a very good for 'hardware accelerated' rendering because you minimize overdraw using portals, but use just a few (static and large) vertexbuffers for the sectors.

In Topic: portal engine visibility math, alternative approaches

13 September 2004 - 03:21 AM

You can also project the vertices of a portal to screen coords and calculate the bounding square.
When you draw the next sector you clip the bounding squares of the portals with the bounding square of the first portal.
(see http://developer.infi.nl/reinder/portalengine_large.jpg).

This method is simple and works very well with 3d-acceleration (you can use scissors to clip to the bounding square), and I believe Doom III uses it. I wrote a demo using this technique (including sourcecode) you can find here: http://developer.infi.nl/index.php?ID=5