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et1337

Member Since 11 Nov 2004
Offline Last Active May 21 2012 11:09 AM
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Posts I've Made

In Topic: How would a filling clock drawing algorythm work?

28 February 2012 - 08:46 AM

Like this?
Posted Image

I've used the pizza / triangle fan method you suggested. Looks fine with enough triangles.

In Topic: Finding Jump Conncetions for a Navigation Mesh

14 February 2012 - 09:11 AM

Check out Recast. In the editor tool they provide, you can specify different parameters that determine which places are jumpable and whatnot. Here's a quick article I wrote that might be helpful if you choose to go this route.

In Topic: Are there any options for using C# on a Mac OS?

14 February 2012 - 09:04 AM

View Postranakor, on 13 February 2012 - 08:45 PM, said:

as far as writing on it, a mac has no potential. for .net nothing compares with VS, i'd jusy dual boot it or use a vm for dev
I'm a huge Visual Studio fan boy, but I recently tried out MonoDevelop and it was actually pretty great. The intellisense was a bit more annoying, but better than most IDEs (looking at you, Eclipse). Plus it reads and writes Visual Studio files and the binaries are usually completely interchangeable across platforms without modification.

As far as game development libraries, MonoGame is pretty nice. It provides some useful features on top of OpenTK. Unfortunately if you're using sprite fonts or anything else that needs the XNA content pipeline, you're limited to authoring content on Windows and copying the compiled XNB files over to Mac.

In Topic: Material ID

09 January 2012 - 11:19 PM

View PostChris_F, on 09 January 2012 - 12:46 PM, said:


That's neat. I guess it depends on what your needs are. For me I only need a few different kinds of material.

What's nice about deferred rendering is that most brand-new engines are using it now, and developers LOVE to make PowerPoints about it. Incidentally, I love to read them! This one on Killzone 2 was especially interesting and helpful in laying out the G-buffers, if you decide to forgo the material ID method.

Anyways, good luck whichever way you decide! Make sure to post about it when it's done. Posted Image

In Topic: Material ID

09 January 2012 - 12:26 PM

What do you mean by "light attenuation texture lookup"?

In my deferred renderer, I have a few different buffers with material properties, like specular brightness and smoothness. That way you avoid expensive shader branching bit still maintain some control. It's a fairly common approach.

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