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desdemian

Member Since 19 Sep 2004
Offline Last Active Yesterday, 08:09 PM
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Posts I've Made

In Topic: How to avoid depth fighting

11 August 2013 - 02:03 PM

There is a property you can set before drawing a polygon: glPolygonOffset.

 

Quoting: "glPolygonOffset is useful for rendering hidden-line images, for applying decals to surfaces (this is your case), and for rendering solids with highlighted edges."
 

What it does it "pulls" or "pushes" the polygon before doing the z test. Thus avoiding the z-fighting.

 

 

Good luck.


In Topic: Need advice on Adobe Air / Flash

04 August 2013 - 08:27 PM

I can only answer for IOS, as i have no android experience.

 

 

1.How complicated is the publish process ? Can I just put my swf file and have it published or do I need lot of coding and tweaking ?

 

 

In theory, it is very simple. Just fill a simple properties form and press the publish button and you get your IPA to upload to the appstore. (http://www.adobe.com/inspire/2012/12/ios-apps-flash-cs6.html)

 

In practice, you may need some tweaking (not code, but graphics). For example:

* A movieclip i had slightly rotated (5 degrees) showed some noise in its texture.

* Or a dragging object moved anoyingly slow when going through another complex object.

* Or things that were scaled down showed very pixelated (despite being vector).

* And you may exprience FPS dropdowns on small devices if you have too many objects/too complex objects.

 

So, yeah. It is fairly simple, but expect some tweaking if you want a polished product.
 

2. Main reason I want to use flash is vector animation that can fit any size device. But I hear Adobe Air does not export vector animations?

Is this true ?

 

 

I'm not sure i understand what you mean by "vector animation". In our project everything was vector and animated with tweens. We used reshaping objects, masking and all classic stuff. All was exported with no significant problems.

 

Cheers.


In Topic: Anyone seen Inception yet?

26 August 2010 - 11:52 AM

Quote:
Original post by mikeman
(...) The suicide scene,as Cobb remembers it, contributes to this interpretation, as she jumps from the window of the opposite building(...)


Actually, i think it was the same room, with two windows facing each other. The distance between them was too narrow to be a street.



On another note... was anyone else heavily dissapointed when Ariadne tells Cobb the secret entrance to the level? I mean, the whole movie they talk about how dangerous it was for Cobb to know.
They didn't even give a reason for her to tell her, it was like:

Cobb: "(X) needs it, what is the secret path?"
Ariadne: "I'm not suppose to tell you"
Cobb: "Tell me!"
Ariedame: "Ok... it's (...yaddhayadha...)"
Cobb: "Ok, now go and tell that to him!"

Huh?

In 2 minutes one can think a many better ways to let Cobb know the secret. This was very dumb slip for such a huge script.

In Topic: Real time genetic alg. for procedural animation.

08 July 2008 - 02:59 PM

Thank Steadtler for your quick reply!

As for [1], you say it has been done... Any chance you happen to have a link to a [site|game|article|experiment] that might have tried it?


As for how the final animation looks, i guess i kinda saw that coming... so no surprises on the unnatural movements.

In Topic: [XNA] Getting the height of the terrain

09 March 2008 - 03:10 AM

Quote:
Original post by Mavix_2008
That's not exactly what I need. I don't really want to use a heightmap. Do you perhaps know of a program that can convert a 3D model to a heightmap?



This tutorial might help you do that:

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Landscape_Modeling_III:_Exporting_as_a_Heightmap


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