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    • By OpaqueEncounter
      I have a very simple vertex/pixel shader for rendering a bunch of instances with a very simple lighting model.
      When testing, I noticed that the instances were becoming dimmer as the world transform scaling was increasing. I determined that this was due to the fact that the the value of float3 normal = mul(input.Normal, WorldInverseTranspose); was shrinking with the increased scaling of the world transform, but the unit portion of it appeared to be correct. To address this, I had to add normal = normalize(normal);. 
      I do not, for the life of me, understand why. The WorldInverseTranspose contains all of the components of the world transform (SetValueTranspose(Matrix.Invert(world * modelTransforms[mesh.ParentBone.Index]))) and the calculation appears to be correct as is.
      Why is the value requiring normalization? under);
      );
      float4 CalculatePositionInWorldViewProjection(float4 position, matrix world, matrix view, matrix projection) { float4 worldPosition = mul(position, world); float4 viewPosition = mul(worldPosition, view); return mul(viewPosition, projection); } VertexShaderOutput VS(VertexShaderInput input) { VertexShaderOutput output; matrix instanceWorldTransform = mul(World, transpose(input.InstanceTransform)); output.Position = CalculatePositionInWorldViewProjection(input.Position, instanceWorldTransform, View, Projection); float3 normal = mul(input.Normal, WorldInverseTranspose); normal = normalize(normal); float lightIntensity = -dot(normal, DiffuseLightDirection); output.Color = float4(saturate(DiffuseColor * DiffuseIntensity).xyz * lightIntensity, 1.0f); output.TextureCoordinate = SpriteSheetBoundsToTextureCoordinate(input.TextureCoordinate, input.SpriteSheetBounds); return output; } float4 PS(VertexShaderOutput input) : SV_Target { return Texture.Sample(Sampler, input.TextureCoordinate) * input.Color; }  
    • By Djinotan
      Hello, my name is Dmitry and I am composeur and sound designer. I am new on this forum, but I write music for 4 years.
      Mail - motorindmitry87@gmail.com
      Skype - Djino1208
      Facebook - https://www.facebook.com/profile.php?id=100004161284063
      All my music you can find here -
      Intro for A.S.H. indie game - 
       
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    • By Mr McDurp
      lately I've been working on some ideas for a Game in construct 2 but my biggest setback is art. I have no skill in that aspect of things. I am looking to collaborate with an artist(not necessarily Professional) to bring some ideas to life. plz respond if interested
    • By pristondev
      Hey, Im using directx allocate hierarchy from dx9 to use a skinned mesh system.
      one mesh will be only the skeleton with all animations others meshes will be armor, head etc, already skinned with skeleton above. No animation, idle position with skin, thats all I want to use the animation from skeleton to other meshes, so this way I can customize character with different head, armor etc. What I was thinking its copy bone matrices from skeleton mesh to others meshes, but Im a bit confused yet what way I can do this.
       
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    • By Mikepicker
      Hi everyone,
      I'm Michele (not Michelle, I'm a guy ok? Just call me Mike), italian computer engineer with a strong passion about video game development.
      I decided to start a blog about making games from scratch using SDL and C. Why am I doing this? First of all, because I strongly believe that you don't need an engine to realize a MVP of your game. I will make games starting from a very basic idea to the first release, discussing the code and the choices.
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      Code will be plain, not beautiful for sure, but it will get our job done.
      I hope to see many followers from here. It is going to be a nice learning experience both for me and for you
      Here's the link: https://michelerullo.wordpress.com/
      See you there!
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