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Member Since 05 Oct 2005
Offline Last Active Aug 25 2016 04:46 PM

Posts I've Made

In Topic: Looking for good fast geometry compression for streaming!

22 April 2016 - 10:44 AM

This video contains a rough overview of how Microsoft does it. There are no complete libraries for this as far as I'm aware. It's possible there are papers though on each individual technique, but the process is essentially a pipeline of different point cloud and mesh algorithms. (This problem seems extremely complex by the way when it comes to creating keyframes and delta frames. Microsoft might have broken new ground when performing this research).

In Topic: How do I keep track of nearby objects?

22 April 2016 - 09:31 AM

Right now I'm using a simple node system where I initially send objects in current/surrounding node and update them respectively if node boundaries are passed. But it looks extremely messy and perhaps inefficient. Opened for any suggestions.

Would this happen to be a normal uniform grid? I wrote a blog article years ago that covered the grid and spatial hashing methods. Might compare the data structures I use against yours.


A big picture idea of interest management is that you don't have to run it in real-time. As Frob mentioned loose variations will often be used that exploit this. If designed correctly you can update entities in cells, quadtrees, etc like once per second then query and build the list of nearby entities every 2 seconds or stagger updates across many ticks. This can get kind of complex, but in the end you can end up with a system that supports thousands of entities and scales. (Overkill usually).

In Topic: Vulkan is Next-Gen OpenGL

18 February 2016 - 01:05 PM

Speaking of differences since I saw someone else online ask it. Can Vulkan do Rasterizer Order Views?

In Topic: Vulkan is Next-Gen OpenGL

17 February 2016 - 05:08 PM

Are there any other spirv compilers out yet? I'm really excited about the prospect of not being tied to a single shader compiler.




Not aware of any others. I'm sure someone is writing an HLSL to Spir-V though, but I haven't seen one yet.

In Topic: Vulkan is Next-Gen OpenGL

17 February 2016 - 03:19 PM

https://github.com/SaschaWillems/Vulkan <-- More examples in case people missed them.