Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

488 Neutral

About namar0x0309

  • Rank

Personal Information


  • Github

Recent Profile Visitors

3341 profile views
  1. namar0x0309

    BSP tree question

    I agree that the BSP trees should keep things pretty divided in terms of data/physics etc. but when it comes to rendering, everything will be converging to the camere (unless you have multiple viewports for each BSP and do the merging later on in the rendering pipeline; fragment shader?) At worst you'll get some interesting rendering artifacts. Maybe you'll break through into some new level design paradigms When the camera decides what to render, I'm expecting the overlapping areas to glitch or artifact on the screen, because you'll be querying multiple BPS trees which will return different information for the same spatial location. That said, you can probably fix that by setting a z-order to whatever BSP wants to take priority.
  2. namar0x0309

    BSP tree question

    There's nothing stopping you from using multiple BSP trees in the same map. As long as there's no overlapping it should be relatively straight forward. Again, these are just way to partition a space to make it easier to manage in memory and processing.
  3. namar0x0309

    Improving sleep system

    Maybe an all general solution might be inflexible for different islands. Maybe you can take all your different strategies and organize them into hints: SLEEPING, SEMI-SLEEPING, TIMER-SLEEPING, IMPULSEACTIVATED etc. You can even code a module that would decide on the hint depending of types of meshes in that island (adjacency distance, intersection, proximity to a certain type of island etc.).
  4. I'd suggest you keep camera info internal to your game and not rely on ViewController. You have to handle transforms anyways.  Do a test on assets who's bounding boxes are intersecting with viewport and draw them.
  5. namar0x0309

    so umm... wtf is .Net?

    Above all the complexity; it's a virtual environment that allows your code to run (similar to JVM "java virtual machine*) except that it's constrained to microsoft platforms , although i believe there are some homebrew projects to make those programs run in other platforms. Why is it useful? Well, you can literally build your own language and compiler as long as you adhere to the CIL and CLR which are the last steps before your code goes binary; hence good for execution! (other benefits of course: C#, J# etc.) Although your code is vulnerable to disassembly, slower than native compiling etc. Personally i use the language for lightweight projects: editors or external controllers to my engine etc. I suggest you soak in some info here: http://en.wikipedia.org/wiki/.NET_Framework#Architecture
  6. namar0x0309

    [Free]GM-Press --Game Developer Blog Host--

    I like this!! Definitely a step forward into creating a type of "social networking" ecosystem for game dev's. But i'd expect more work to go into this, especially in bringing together different game dev's (artists, programmers, scripters, designers etc.) in a fluid manner. Projects posting etc. Good Luck!
  7. namar0x0309

    About OpenGL and DirectX

    Quote:Original post by Deliverance I think concentrating on learning more graphics/math/physics/computer science related subjects would be more useful. The tools come and go, the algortihms, the great ideas and concepts will always remain. Word!
  8. namar0x0309

    Comment on my Music

    Nice! I like that you have different moods in one song, which is awesome for queuing different parts in let's say, a video game!. Good work, but the question is, can you precise "mood compose"... That means, if i request a certain mood, can you build the music for that? If you got that, then you should start doing contract work for game developers and even movies (although i'd expect they'd want less synth sounds, but it's a start!)
  9. namar0x0309

    DX11 multithreading - why bother?

    Well there is a point, in that you don't have to use or follow multi-threading if the situation doesn't require. Just be flexible and pick the best suited tools/options/solutions for your project.
  10. namar0x0309

    help with a code

    How i would go about it... [source lang = "c++"]' void Attack() { int choice = rand() % 3; //include #include <stdlib.h> switch(choice){ case 0: cout<<"You have attacked with your sword"<<endl; break; case 1: cout<<"Your sword has been destroyed during the hit, your target had killed you"; break; case 2: cout<<"Your have slain the enemy with your sword"; break; } };
  11. You'd be surprised at how much the sgx and mbx [to some extent] can handle. I can't post picks, but my current project, uses some advanced [new gen] shaders like effects. The trick is, i leverage memory on gpu and ram (iphone that is). If you have a few passes, offset workload on ram, render to buffer and export for off-gpu calculations. The SGX makes it easier, as i have access to almost all rendering buffers. Good Luck
  12. Don't know what your code does, but the general idea of bones is: Bones are like normal objects (transformed by matrices). Child bones' transformations come after parent's transformations are applied. Arm Transformation -> Hand Transformation. Each transformation applied, takes you to object's space, where child exists. Good Luck
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!