Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 11 Jan 2006
Offline Last Active Mar 23 2015 05:08 PM

Topics I've Started

data storage in HTML5 for android

01 March 2015 - 05:59 PM

hi all,


we have an HTML5 game that we are planning to release into android by wrapping it thru a webview and running it locally (we dont want to port and rewrite the game), how do we handle saving and retrieving game data? 


currently, our experience in HTML5 are games hosted in facebook and data are stored in databases thru connection to servers, now we want to make local running games in mobile by using HTML5.


terrain editor resolution based on height

19 February 2015 - 06:19 AM

hi guys,


i have a terrain editor with only a fix resolution, by resolution i meant the vertex coordinates distance.

my terrain editor supports height edit like raising and lowering of the height just like the other terrain editor hahaha.

well anyways,

i want to have the ability to adjust the resolution on the area where the terrain are raised/lowered, 


any suggestion on how to handle this?

there are lot of LOD implementation out there including node based based on distance from camera.

but this LOD approach is based on height, 


perhaps my question is;

-how do i handle or store the height data? right now the height data are just stored in a 2x2 array and each array is equivalent to one vertex in terrain grid, but how will it looked like if i increase the detail let say in a certain area im lowering/raising the height?

like a certain square is divided further into smaller grid, but how do i represent it in the height array?


-is there a term or name of the algorithm i just mentioned above? or perhaps resources i can check?


Thank you in advance! 






javascript weird number bug

17 February 2015 - 08:32 AM

i found a weird number (range?) bug in javascript


take a look at the script bellow.


	var value = 10152761186263789;  /// <-- Problem
	var value = 10152761186263788;
	var value = 10152761186263785;
	var value = 10152761186263790;
	console.log("---------another number problem----------");
	var value = 10206384921611984;
	var value = 10206384921611985;  /// <-- Problem

	var value = 10206384921611986;

the output will display 


10152761186263788    <-- why?





---------another number problem----------


10206384921611984     <-- why?



i found it weird why the first one printed wrong, while the other numbers are printed correctly, it may not have been the range of variable since the last number printed correctly.

i tested this script in Chrome, Firefox and IE with same result.


what do you think about this?

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?




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!