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irreversible

Member Since 10 Nov 2005
Online Last Active Today, 05:57 PM

Posts I've Made

In Topic: Steam's novel hipster pricing policy for old games

09 May 2015 - 09:56 AM

While I can officially declare myself blind now, the bigger question remains: would the price of a game be justified to remain the same after a decade or two under any circumstances? After all, while the technology has moved on, this doesn't necessarily mean that the game has grown old because of it, lost its entertainment value or that the effort that went into it is somehow smaller or inferior.


In Topic: Steam's novel hipster pricing policy for old games

09 May 2015 - 09:37 AM

The publisher sets the price of their games, not Steam.

[edit] for me, the links you posted are for a single game on GOG and a pack of 32 games on steam.
The issue seems to be that you dont havr the choice to buy Raptor individually on steam; only as part of a bundle.

 

Haha - well that was embarrassing :).


In Topic: open source space simulation to clone major titles like elite dangerous, star...

05 May 2015 - 01:25 PM


string and m theory physics

 

Now that's some next level thinking.


In Topic: Triangle gradient smoothing

03 May 2015 - 06:08 PM

What does the triangulation look like for your hexagons? I don't see anything that looks like it is not interpolated properly. Can you point out a specific hex that you think is wrong?

 

Indeed - it appears I'd made a mistake in my vertex ordering and while the diffuse output looked okay, the strip was being drawn incorrectly.

 

While this gets rid of much of the edge roughness inside the hexagons themselves, there are several ways to handle interpolation on hex corners. Notably, using a minimal length strip gives very different results from a fan-style solution, which also factors in the value at the center of the hex. Ultimately the problem lies with how the slope values are interpolated - as best I can tell there is no single good way to calculate them so the slope values wouldn't be subject to distortion when dealing with a hexagonal grid. Which sucks, because unless I blur the slope map, it will start inhibiting artificial patterns.


In Topic: Proper multithreaded clean-up

24 April 2015 - 02:16 AM

You don't have a threading problem - you have an ownership problem.

 

This has probably been one of the more helpful self-contained sentences anyone's told me in a long time.

 

I was so focused on solving the problem at hand and looking at it from so up close that I never considered that I might be looking at it from a completely wrong direction. I've since mentally remapped the logic of my entire code base and while rewriting crucial parts of it are frankly a pain, this simple shift in mentality cleared up a lot of the confusion I was having.


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