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Member Since 13 Jul 2000
Offline Last Active May 04 2015 01:11 PM

#5224898 Unity 5 or Unreal engine 4

Posted by on 22 April 2015 - 01:12 PM

If there is one thing you can guarantee, someone who uses Unity will recommend you use Unity and someone using Unreal will recommend Unreal. :)

First decide the game you are going to make and then make the decsion based on that.


It is worth looking at games that have been built using the engines, but don't just look at the graphics... don't be blinded by the pretty shiny things too much!

How many games of the type of game you want to make have been made with that engine is a very, very shallow way to look at it - but often the stats don't lie.

#5118716 8-bit or 16-bit?

Posted by on 22 December 2013 - 07:21 AM

It seems there is some confusion here ?

The "bit" aspect of consoles that was so popular back in the days wasn't about the bitrate of Still Images,but a quality of hardware,specifically processors.

NES had an 8bit processor,SNES a 16 bit processor,ps1 a 32bit processor,and N64 a 64bit processor.


There is a reason why companies stopped marketing 'bits' for their consoles,and that is because up until PS4 and Xbox One,nothing more than 32 bit CPU was actually needed.

Even the high end computers today,still use either 32bits or 64bits. 32 bit processors are good enough until you need more of 4gb of RAM. 64bit processing is only now starting to become mainstream,as more and more heavy applications are made,and users tend to multitask more. 128 bit processing isn't coming any time soon,as 64 bit processors can use up to 16 exabytes of memory.


That basically means that no matter the pixel count of each individual art piece you make,if you want let's say to make a true 16bit game what you should do is to make a game that is limited only to what 16bit processors could do.


A limitation of that,is that the game shouldn't need more of 16 mb of RAM to run...


There is no confusion, terms like 8bit to describe artwork  etc. have become seperated from any technical meaning.

#5050829 how does a dodge&burn brush work?

Posted by on 07 April 2013 - 05:41 AM

The brushes using these blend modes in photoshop is the same as layer blend modes, but using the brush colour instead. They can be quite destructive so you might be better implementing them as layers. Search google for:

equation dodge burn


You should find plenty of info, the layer blend modes have been documented many times.

#5043521 Artefacts using big model

Posted by on 15 March 2013 - 04:41 PM

Hm, looks like this was the reason. I set 

screenDepth = 60000.0f;
screenNear = 1.0f;

and everything seems OK, but I cannot understand how in that case render a big/huge maps, for example, for a hundred of thousands km of space? Because of screen depth it cannot be rendered. What I must do in that case?


It's worth pointing out the depth buffer being normally non-linear,  changing the near clip makes a huge difference compared to moving the far.

So you want to push the near as far forward as possible, but this depends on how close you camera will be to objects in the scene. The far does matter, but getting the near correct is most important. Also remeber you say 3km, but you mean 3k of unitys as scale is arbitrary.

#5043108 3Ds Max 7 Issues

Posted by on 14 March 2013 - 11:52 AM

Your UVs in that Max file are junk. You would need to re-UV map it.

#4977396 Coding gradiant transitions

Posted by on 06 September 2012 - 04:31 PM

In the past while working on the front end of a console game I used a very subtle noise texture mixed with a pixelshader gradient and the result was pretty good for reducing banding. I cannot remember exactly how I modulated the noise with the gradient. It pretty much removed banding - but I do not know if there are better solutions than this, My example was a simple 2d scene though so might not be a great example.

#4973131 When to use multi-threading and when to not

Posted by on 24 August 2012 - 04:43 PM

Its worth mentioning this advice is for PCs, on a console you will be multithreading but then you don't have the OS getting in the way

#4907186 [XNA] Aligning texels to pixels doesn't work for small textures

Posted by on 28 January 2012 - 06:20 PM

Just glancing at this, 3x3 texture is an odd size? Some hardware doesnt like non-power of 2 textures (although is this day and age its less of an issue?) I never tend to use anything lower than 8x8. Also are you clamping your textures?

why not use a larger texture and just leave space?

what is your final aim?

#4866811 Algorithms for Real-Time Multi-Layered Colored Shadows

Posted by on 28 September 2011 - 08:27 AM

When you finish the article make sure to post it in this forum!! I'm really interested in reading it :)

(Maybe you can even PM me with the link :rolleyes:)

I will post here (on forums) when I have it all done. And submit as an image-of-the-day.

Sorry to throw a curveball in here, but I would be interested to know what colour you think shadows actually are.
If I take white light and I pass this through a red filter onto a ball, what colour shadow does this ball produce.

Assuming no other light sources and no radiance, and the ball is solid, the ball would produce a black shadow.

L. Spiro

So will your system account for other light sources and radiance because this is where colour shadows become very interesting. It will be cool to see a demo when you're done.