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vladic2000x

Member Since 18 Sep 2005
Offline Last Active Dec 16 2013 01:24 PM

Topics I've Started

Is it possible to show the game center leaderboard in iOS games without using Game Cent...

15 December 2013 - 06:14 AM

Hi,
 
What I noticed in iOS games is that when you authenticate using Game Center you will always need to open the Game Center window provided by iOS to see the leaderboard. Is it possible at all to retrieve data from Game Center(such as leaderboards) and show them in your game in own styel, with your own fonts and graphics? Any examples of games doing this?
 
Thanks!

Why does a company need offices all around the globe?

05 July 2013 - 09:45 AM

I am the owner of a small game studio, and when I read stuff related to the business side of the game, I often encounter sentences like: "with offices in Singapore, London, bla bla bla" or "they have just opened a new office in UK"...

 

Do big studios have separate teams working on different games in different cities/countries, or they just open an office in a specific area to benefit of some infrastructure or maybe of some investment opportunities? Why wouldn't they have a single big office in one city only? Or maybe it's because it's hard to drive talent/hr in one city/country?


Aliasing confusion

22 May 2013 - 12:51 PM

Hello,

 

I am a bit confused on the aliasing problem in computer graphics(OpenGL), specifically:

 

1. In the picture below, the checkerboard texture is laid on a rectangle consisting of 2 triangles. Please note at the bottom of the image the jagged  edges of black and white blocks of the texture:

 

http://www.arcsynthesis.org/gltut/Texturing/BasicCheckerboardPlane.png

 

Is that problem called aliasing?

 

2. In the picture below, the same jagged effect can be seen on the edges of the right-most two triangles:

 

http://slizerboy.files.wordpress.com/2009/11/anti-alias.png?w=343&h=150

 

Is that the same aliasing problem?

 

I'm asking this because in first case, texture sampling is involved but in the second case there is no texture. 

 

 

3. If in the first example the issue is called aliasing, can we say that using linear filtering as magnification/minification filters in sampling the texture represent an anti-aliasing technique? I have searched the web for OpenGL anti-aliasing and I mostly read about "multisampling", so I'm wondering if linear and mipmap filtering can be considered anti-aliasing techniques?


SOIL_load_image and mipmaps

16 May 2013 - 12:34 AM

Hello! Is there a way to get access to different mipmap levels using SOIL_load_image()?
 
The code below crashes the app:
 
int width, height, mipMapLeveCount;
unsigned char* imageDataPtr =SOIL_load_image( "texture/checker.dds", &width, &height, &mipMapLeveCount, SOIL_LOAD_RGB);
unsigned char* tempPtr=imageDataPtr;
 
for(int mipmapLevel = 0; mipmapLevel < mipMapLeveCount; mipmapLevel++)
{
glTexImage2D( GL_TEXTURE_2D, mipmapLevel, GL_RGB, width, height, 0, GL_RGB,GL_UNSIGNED_BYTE, imageDataPtr );
imageDataPtr+=width*height*3;
width/=2;
height/=2;
}
 
SOIL_free_image_data( tempPtr );

GLSL versions differences at a glance?

19 December 2012 - 11:44 AM

Hi there, so I've been doing a little HLSL prrogramming with DirectX in recent years and now I'm trying the GLSL with OpenGL. One thing that strikes from the very beginning, is that I cannot find a decent description of the differences between the various versions of GLSL. As an example, the HLSL differences are laid out simply here:

http://en.wikipedia.org/wiki/High_Level_Shader_Language#Pixel_shader_comparison

Now when I try to google the same for GLSL, I just can't find a simple and understandable description of what are the limits of each version of GLSL and what new features have been introduced to each version. Does anybody has this information in a simply and easy to read layout? Also does anybody know what GLSL versions are on par with what HLSL version?

Thanks!

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