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cebugdev

Member Since 11 Jan 2006
Offline Last Active Jan 24 2015 10:39 PM

Topics I've Started

Domino effect physics

23 January 2015 - 09:00 PM

what are the physics and things to learn to achieve the domino effect physics engine without using any 3rd party physics engine like Bullet or box 2d?

this is just for education purposes, we just want to learn the stuff behind that before we decide to use any 3rd party libraries.


Need advice on rendering terrain and/or overall look

17 November 2014 - 08:56 PM

Hi all,

i am an intermediate Directx/Opengl programmer and i already know the basic to Mid know how for 3D including rendering terrains, shaders, multi-texturing, etc.

But I am not an artists and i am still confuse on how to do certain looks or effects.

 

How did certain terrain like this one from Royal Revolt rendered?

http://www.androidtapp.com/wp-content/uploads/2012/10/Royal-Revolt-Gameplay-sample-4.png

http://www.148apps.com/reviews/royal-revolt-review/

 

I am mostly intrigue on the Grass to Dirt transition which is kinda cool. the look where grass ends and dirt starts is really cool.

 

I am wondering on how i can achieve this on my terrain editor.

are these only textures rendered?

 

Also, how can i achieve the overall effect? like are the objects like trees, castles drawn and textured that way by the 3D artist guy?

are there any shaders necessary to achieve these type of really cute effects? (aside from the lights and shadows) 

 

thanks in advance!

 


2D rasterizer resources and book

16 May 2014 - 08:41 AM

Hi All,

 

are there any books available that discusses theories and implementation for a 2D rasterizer? everything i found online is for 3D rasterization (if not dx or OGL).

 

the company i am connected now wants to build our own rasterizer for our own firmware project that can draw raster images and vector graphics including fonts,

I am looking for books (old and new) or some resources that covers this.

 

Thanks,

 

 


how to handle armor change in 2D RPG

05 March 2014 - 05:18 PM

Hi,

This is not my project but a friend of mine is asking how armor change such that of DIablo 2 or any other 2D RPG were handled in the game?
by armor change i meant, say for example you have a basic character and the character found a helm, an armor and a pair of boots.

how would this reflect to the visual sprite?

 

Does it need different sprites for different armor for all characters? how bout armor combinations like armor on its feet and upper torso plus helm?

I have idea on how to do this in 3D since 3D objects can be just attached to the mesh, but i have no idea on how this works in 2D.

 

Any tips will do,

 

THanks,

 


Support multiple lights in Opengl ES 2.0 (no MRT)

23 February 2014 - 06:59 PM

hi guys,

 

im porting my (Desktop) DirectX 9 based game framework(engine) to OpenGL ES 2.0 (Android) for a game that i am working now,
currently i am on the process of porting the lighting implementation (it uses HLSL) and it utilizes multiple lights with multiple render target (DX uses texture surface), 
 

but i am just wondering since based on what i researched initially, OpenGL ES 2.0 does not support MRT,

So, how can i support multiple lights in OGL ES 2.0?

I see some games in android that is utilizing multiple lights (unless they are using lightmaps).
What are the options for this?
 

Going to Opengl ES 3.0 is not an option as of the moment 'coz the client wants to support as many devices as possbile for the game, unless i'm wrong and OGL ES 3.0 is already available to most if not all Devices?

 

Sorry for the question/confusion, i am fairly new to OpenGL, spent most of my years with Directx 9 and just shifted to DX 11 last year smile.png


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