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    • By glararan
      Hello,
      I am university student. This year I am going to write bachelor thesis about Vulkan app using terrain to render real places based on e.g. google maps data.
      I played World of Warcraft for 10 years and I did some research about their terrain rendering. They render map as grid of tiles. Each tile had 4 available textures to paint (now 8 by expansion WoD) However I found issue about this implementation, that's gaps between tiles. Is there any technique which solves this problem? I read on stackoverflow that guys find only solution in using smooth tool and fixing it manually. Main question: is this terrain rendering technique obsolete? Is there any new technique that replaces this method to render large map as small tiles?
      Should I try to implement rendering terrain as grid of tiles or should I use some modern technique (can you tell me which is modern for you?). If I should implement terrain as one large map to prevent gaps between tiles how textures are applied for such large map?
       
      Thanks for any advice.
    • By _WeirdCat_
      Just wrote a shader that uses a texture but only when a bool flag is set to true, so that means i can either to use texture mapping in shader or not, now since i use  texturecoordinate attribute in passed vertex buffer, and send it from vertex shader to fragment one where i choose to use it or not via uniform bool I WONDER.
      Will drawing crash ? I mean after some time of developement i encountered problems with various phones that claim only to 'eat' correct shaders (that means i need to make 2 different shaders - one that uses texture and second one that does not), but its an overkill and waste of time to do everything like that, i could but #ifdefs in shader and load 2 different ones but still i could just switch the uniform bool and get over with it. So are phones/tablets still so strict?
    • By LukeCassa005
      I'm writing a rendering system for our in-house game engine. My idea at first was to include only a Vulkan backend,but then Apple refused to port vulkan to MacOs and Microsoft relased their DXR raytracing for DirectX12. There is stil Radeon Rays for vulkan, but DXR is directly integrated with the graphic API. So we were thinking of a multiple backend rendering system with Vulkan for windows and Linux, Directx12 for Windows and Metal2 for MacOs. But this system would lead to an incredible amount of code to write than a single API, so my questions were:
      Should we stick to a Vulkan and maybe use a translation layer like MolteVk to port it to macOs ? Is it worth tl write the multiple APIs renderer ? Should we write a different renderer for each platform and then ship separate executables ? (Sorry for possibly bad English 😁)
    • By cebugdev
      hi all,
      i am trying to implement a textbox with scroll where you can display as many text as you can and just use the scroll bar to see the rest of the image, same as to how listbox works, etc
      I have implemented this using 2D SDL by displaying the messages in an extra framebuffer/texture and just bitBlk the portion of it to the main screen depending on offset.
      I am porting my 2D SDL code to straight OpenGL ES 2.0 by creating extra framebuffer(FBO) and render to texture, now my question is how to select a portion of that texture to be rendered only in OpenGL ES 2.0 (more like how is bitblk can be implemented in OpenGL ES 2.0)?
       I was thinking to using scissors but im not sure if this is the right solution.
      Also, I am using OpenGL ES 2.0 (Mobile) so not all libraries from desktop OpenGL is available.
      In Summary
      1. How to do bitblk in OpenGL ES.0 for textures rendered in orthographic projection (2D)?
    • By FusionDev


      I have been coding since the 90's, and have released a few minor succesfully 3D engines over the years, Vivid3D/Trinity3D/Aurora - Probably not heard of them, but I am quite skilled in the concept.

      So upon the announcement of RTX cards and their features, I was highly motivated to create a modern 3D engine, in C++(Visual studio 2017) using Vulkan. Atm I have a GTX 1060 - which is v.fast and is more than enough to build the base engine. In a few months I'll be getting a RTX 2070 to implement raytracing into the engine etc.

      The engine has only been in dev for a week or so, but it already has a basic structure, using classes. It will be a easy to use 3D engine, with support for model imports using AssImp.

      So my point is, I am looking for any other Vulkan coders, who might be interested in helping develop the engine? The code is on GitHub - open but I can make it private if we decide to commercialize the engine to make money/support futher development.

      I want to make a Deus Ex like mini-game to test and promote the engine, so you can help with that too, even if you are a 3D artist and interested, because I am just a coder atm. 

      So yeah, if anyone is interested pls drop me a email or reply here, and I'll add you to the gitHub project(I'll need your github username)

      Note - a C# wrapper is planned also, if you are a c# coder and would like to help with that, demos/wrapper etc, that would be very cool.   My email is antonyrwells@outlook.com

      Thank you.
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