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By skyemaidstone
Hello!
I've read MJP's great post on CSM and jiggling/shimmering and it seem to be the exact problem i'm having (I realise it's from 7 years ago or so but it seems very relevant)
I was hoping someone you had time to help me solve it or point me in the right direction. I feel like i've learned the concepts and read everything I can find on the subject but I just can't seem to solve it. I'm more than happy to pay someone for their time, I just want this solved so I can forget about it because my game is at a fun stage were I can really start adding all the good bits (combat and spell effects, dungeons, swords etc).
Anyway..
Here is a youtube video of the problem. I turn on the render target view about halfway through so you can see the shadow map top right. I've turned off all but the closest cascade for now and stretched it rather far so the quality isn't amazing but it shows the jiggling problem nicely.
Please help
My method for making the projection is pretty short and is very similar to MJPs post:
public void GenerateCSMOrthoSliceTS(float pNearClip, float pfarClip) { Vector3[] frustumCorners = new Vector3[8]; Matrix mCameraViewProj = _Camera.CameraView; mCameraViewProj *= Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, _Camera._aspectRatio, pNearClip, pfarClip); BoundingFrustum oCameraViewProjFrustum = new BoundingFrustum(mCameraViewProj); frustumCorners = oCameraViewProjFrustum.GetCorners(); Vector3 frustumCenter = new Vector3(0, 0, 0); for (int i = 0; i < 8; i++) frustumCenter += frustumCorners[i]; frustumCenter /= 8; // don't bother recaculating the radius if we've already done it if (radius == 0) radius = (frustumCorners[0]  frustumCorners[6]).Length() / 2.0f; Vector3 eye = frustumCenter + (SunlightDirection * radius); ShadowLightPos = eye; Vector3 ShadowLookAt = frustumCenter; ShadowLightView = Matrix.CreateLookAt(eye, ShadowLookAt, new Vector3(0, 1, 0)); ShadowLightProjection = Matrix.CreateOrthographicOffCenter(radius, radius, radius, radius, radius * 8.0f, radius * 8.0f); ShadowLightViewProjectionMatrix = ShadowLightView * ShadowLightProjection; if (_nojiggle) { float ShadowMapSize = 4096.0f; // Set this to the size of your shadow map Vector3 shadowOrigin = Vector3.Transform(Vector3.Zero, ShadowLightViewProjectionMatrix); shadowOrigin *= (ShadowMapSize / 2.0f); Vector2 roundedOrigin = new Vector2((float)Math.Round(shadowOrigin.X), (float)Math.Round(shadowOrigin.Y)); Vector2 rounding = roundedOrigin  new Vector2(shadowOrigin.X, shadowOrigin.Y); rounding /= (ShadowMapSize / 2.0f); Matrix roundMatrix = Matrix.CreateTranslation(rounding.X, rounding.Y, 0.0f); ShadowLightViewProjectionMatrix *= roundMatrix; } }

By Canislupus54
I'm looking for a team to help me out with a 3D platformer. Basically, you jump between platforms with parkour elements and you fight enemies with a mix of melee and ranged attacks. This is purely a hobby project. I'm not promising any payment, ever. You can do it for experience, to learn, for fun, whatever, as long as you don't expect to get paid. Right now I need a 3D modeler and animator. Reply or email me at jordestoj@yahoo.com if you're interested. Thanks.

By Armantium
What are the commonly used methods that would prevent the texture/object popup in games?
I'm not sure that any actually exist as even the latest SW Battlefront 2 has frequent texture/object popup. If my memory serves me right, I think Gears of War might have had a good solution for this in the form of slightly blurred backgrounds.
Also, why do other devs don't realize that this completely breaks the visual integrity of the game, when did this become acceptable?

By Baemz
Hello,
I've been working on some cullingtechniques for a project. We've built our own engine so pretty much everything is built from scratch. I've set up a frustum with the following code, assuming that the FOV is 90 degrees.
float angle = CU::ToRadians(45.f); Plane<float> nearPlane(Vector3<float>(0, 0, aNear), Vector3<float>(0, 0, 1)); Plane<float> farPlane(Vector3<float>(0, 0, aFar), Vector3<float>(0, 0, 1)); Plane<float> right(Vector3<float>(0, 0, 0), Vector3<float>(angle, 0, angle)); Plane<float> left(Vector3<float>(0, 0, 0), Vector3<float>(angle, 0, angle)); Plane<float> up(Vector3<float>(0, 0, 0), Vector3<float>(0, angle, angle)); Plane<float> down(Vector3<float>(0, 0, 0), Vector3<float>(0, angle, angle)); myVolume.AddPlane(nearPlane); myVolume.AddPlane(farPlane); myVolume.AddPlane(right); myVolume.AddPlane(left); myVolume.AddPlane(up); myVolume.AddPlane(down); When checking the intersections I am using a BoundingSphere of my models, which is calculated by taking the average position of all vertices and then choosing the furthest distance to a vertex for radius. The actual intersection test looks like this, where the "myFrustum90" is the actual frustum described above.
The orientationInverse is the viewMatrix in this case.
bool CFrustum::Intersects(const SFrustumCollider& aCollider) { CU::Vector4<float> position = CU::Vector4<float>(aCollider.myCenter.x, aCollider.myCenter.y, aCollider.myCenter.z, 1.f) * myOrientationInverse; return myFrustum90.Inside({ position.x, position.y, position.z }, aCollider.myRadius); } The Inside() function looks like this.
template <typename T> bool PlaneVolume<T>::Inside(Vector3<T> aPosition, T aRadius) const { for (unsigned short i = 0; i < myPlaneList.size(); ++i) { if (myPlaneList[i].ClassifySpherePlane(aPosition, aRadius) > 0) { return false; } } return true; } And this is the ClassifySpherePlane() function. (The plane is defined as a Vector4 called myABCD, where ABC is the normal)
template <typename T> inline int Plane<T>::ClassifySpherePlane(Vector3<T> aSpherePosition, float aSphereRadius) const { float distance = (aSpherePosition.Dot(myNormal))  myABCD.w; // completely on the front side if (distance >= aSphereRadius) { return 1; } // completely on the backside (aka "inside") if (distance <= aSphereRadius) { return 1; } //sphere intersects the plane return 0; }
Please bare in mind that this code is not optimized nor wellwritten by any means. I am just looking to get it working.
The result of this culling is that the models seem to be culled a bit "too early", so that the culling is visible and the models pops away.
How do I get the culling to work properly?
I have tried different techniques but haven't gotten any of them to work.
If you need more code or explanations feel free to ask for it.
Thanks.

By Gamesblaster
Hey all, I am pretty new here and still wanted to share my idea (albeit I do already have a small team in place). Myself and 3 others have teamed up to start a project on a TPS. The brief plot is:
The N. Koreans decide to infiltrate the USA. It is your job as the main playable character to overcome this invasion, by many means necessary. Your goal in the game is to destroy the enemy strongholds, release hostages, raise the USA flags within each level.
The great thing about this is that, the game will NOT just be based around 1 city  and also NOT just 1 US state. . You at first are fighting on your own through half of the first level, then you start gaining charisma points, which in turn allows you to recruit bystanders on the streets to join you, in the fight for freedom.
The thing is, we need other 3D Artist, SFX, level designers/programmers and concept artist to join the team.
Anyone thinks this sounds intriguing so far, please let me know you're interests...



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