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Bad Maniac

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About Bad Maniac

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  1. Bad Maniac

    Isometric shadow mapping

    Was just about to say the same thing. Make sure you leave Bloom, blur and all other post processing stupidity as toggle options. I know I'm not along in being unable to play a game where I can't turn all that off, makes my eyes dry and uncomfortable looking at a blurry mess on the screen. It's prevented me from playing some recent top of the line games because they neglected to add those same options when porting from the consoles. Not a criticism, I know a lot of people thing HDRBloomBlurOverBrightDoF looks great, just remember some of us don't ;)
  2. Well, if you remove a few lines of code that make sure the edges are all clear, and widen the area my cone-seeds are placed to cover the entire map including the edges, it could produce any sortof maps. Even ones without water around the edges.
  3. I doubt focus on 3D terrain programming has much to do with tile based terrain, let alone procedural generation. But most height map generation techniques can be applied to tile based maps too. In fact that's exactly what I'm attempting to do. So you're trying to make indoor maps? Like a dungeon or maze type map then? There are much more resources available online for that kind of maps that there is for outdoor/world scale maps. What IM do you use? I've got MSN, Skype and ICQ, tell me which one you prefer and I'll PM you my details. Oh and Merry Christmas!
  4. I'm actually working with random map generation right now. You can check out an simple first example over here: My 2DDev forum thread on the topic Might be an idea to swap IM details and exchange ideas?
  5. Bad Maniac

    Isometrics still going strong in UO

    It is a 2D engine taking advantage of 3D Hardware acceleration. There's no actual 3D geometry. It's all 2D, contrary to popular belief it seems. It actually uses the Gamebryo engine, of Morrowind, Oblivion and Civilization IV fame. But since EA hires only the most untalented programmers available, it runs exceedingly poorly. Isometric going strong indeed. High resolution graphics, only the game allows zooming, and utilizes alpha blending for a sort of anti aliasing effect to hide the artifacts inherent to 2D sprite scaling, making the "high res" tiles and sprites blurry and the edges blend into each other, in many instances worse than the original 2D client. If you want a good indication of how not to make a Iso engine, take a look at UO:KR ;)
  6. Bad Maniac

    perlin noise heightmap +continents

    I solve this problem with two separate methods. First I set the edges of my heightmap to aproach -a lot. My Noise function retuns a value between -1.0 and 1.0, I set the edges to -1000.0 Then I "seed" the map before adding noise to it, by placing geometrical shapes randomly across the map. After that I apply two layers of noise, one very low frequency to break up coastlines, then a high frequency noise to generate details. This works well in generating continents and islands.
  7. Bad Maniac

    2400 2d sprites slow down

    Not yet. Once the core is finished I'm hoping to find a competent linux programmer to help port it. Your original post didn't mention Linux tho. Sorry.
  8. Bad Maniac

    2400 2d sprites slow down

    Maybe I have. Maybe that's why I posted a link in my first post in this thread? And maybe that's why I refer to the library in the previous post as "our library", and mention in the first one it's free and opensource? Maybe ;)
  9. Bad Maniac

    2400 2d sprites slow down

    Quote:Original post by arciceto the guy who mentioned software blitting - software blitting is a joke, it runs at around 5fps on all computers without hardware acceleration.This is the most ignorant statement I've read today. First of all, how is software blitting in any way tied to hardware acceleration? The whole point of software blitting is to not require a 3D card. As for performance, our library can perform 25000 animated color keyed 32x32 blits over a fullscreen 640x480 background image at 30FPS on a modern single core PC(2 Ghz), and over 50000 blits on a dual core. Using nothing but GDI and assmebly language under Win32. On a Pentium 3 500Mhz we still get around 3000 blits at 30FPS. Software blitting under DirectX or OpenGL might be a joke, but that's because of poor implementation, not something wrong with software blitting in itself.
  10. Bad Maniac

    mode 13h graphics

    You can always pop over to 2DDev a forum full of 2D nuts. There are plenty of people there who are working in 2D and can help you get going.
  11. Bad Maniac

    2400 2d sprites slow down

    pixeltoaster doesn't have 2D blitters as far as I know, it's aimed at software 3D engines. It gives you direct access to a rendering buffer in system ram, and then has functionality for transfering that to the video card to display. It would require you to write your own blitters, especially if you want alpha blendnig or any other effects done. At least that's all their features page mentions.
  12. Bad Maniac

    2400 2d sprites slow down

    We're getting 20000+ normal color keyed blits in software on resonably new single core computers, double that on dual cores. 2500 blits is easily possible in software on any P3-800 or over PC. And used to be possible in hardware too. The slowdown of hardware accelerated 2D is due to drivers being exclusively written for 3D performance, at the cost of 2D performance. If you want to write games that require that many blits, I'm afraid you don't have many options. Either use OpenGL or D3D 3D hardware acceleration and blit them as 3D quads in ortho projection, or use a software library like our JRA::Library. If you want info on the latter, pop over to the 2DDev Forums There are a few demos available, both in C and C#, as well as the library source code. :) [edit] Another thing to check is that all your surfaces are in video ram, and that you're never reading from them manually. That'll destroy performance on even top of the range new PC's
  13. Bad Maniac

    .01f != 0.0099999998 !!!!!!!!!!

    solution: Fixed Point.
  14. So I've been working in my 3D engine called reality 1.0. This is a rendering from it, all running at real time. But I felt it wasn't quite keeping up with the current next-gen engines, so I have been working on it. I'm very proud to present to you, reality 2.0! I took the base from reality 1.0 and added HDR, Depth of Field, Bloom, Overbright, Motion Blur and Blur. Comments?
  15. Bad Maniac

    Anyone experienced with random terrain?

    Agree raw Perlin noise is unatural and not suitable for terrain. I want to use it as a base for either an erosion or some other method of refining or processing it and turning it into more natural looking terrain. Perlin noise is probably unbeatable for adding smaller details to already existing base terrain of some sort. The method I had in mind was to create some sort of "seeded" base map with a few feature points at max height. Then adding a high resolution perlin noise on top to create more rugged terrain features, much like a young world would be, processing that with either an erosion algorithm or other method. At least that was my idea, but Im open to suggestions, its the end result that matters.
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