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About arnero

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  1. I do not think that there is any special hardware support for style.display.visiblity it is just that modern browser manage to do nothing stupid while switching this property. I would say that good old bitBlt is as fast. Or you could target the C64 or NES or Sega Master System. They have hardware support for tiles with four colors!
  2. The Poor Man's Netcode

    I do not quite get the string bashing. Strings allow for paths. Paths allow for structure. I somehow miss enums in the story. Doing a lot of SQL it is quite natural for me to store strings in a table with an integer identity column (runtime, not compile time). I can get all sorts of integrety checks there. SQLite? I have used this large static array approach successfully in the past on critical code on a slow PC (read: not so many layers of cache), but on a game project I will probably fall for the second system effect. Also I like bidirectional pointers, like in spreadsheets. They never break on memory reallocation / serialization. I read that today almost no packages get losts as technology has matured, but you mention it twice. I like how you mentioned that OOP does not mean stuffing all network code in the methods of the base class. At least use inheritance, in C++ you can even use multiple inheritance!
  3. Voxelization cracks

    Back face culling or that ? : stuff. I just read about conservative rendering. Are you rasterizing twice? I thought voxels are generated by marching cube. Why would I rasterize a triangle into voxel space?
  4. Hierarchical Data in a Web Application

    For anyone reading this. You can place json or xml files just fine into your resource folder next to your html and png files ON THE WEBSERVER. Then you load it using xhr. Set cache timeout to something sensible. User data goes to local data storage "COOKIES". This is basic stuff. There is no: xml vs json. XML has some serious schema definition stuff and xpath and namespaces. If you sure you do not need this or want to reinvent this in json, just go ahead.
  5. Kids learn to use touch screens pretty early in life. Please reduce trash. Besides I would strive for a RF solution, no real contacts which can corrode. Why not just use a Rasphery Pi?
  6. Locomotive Rigging

    At least in blender I do not understand this stuff. There are bones, constrains and physics. You never know what to choose in the start of a project and get problems at integrtion. Better integrate bullet into your code. Unreal can't be worse than eg Blender. I'm a coder at heart, so 3d modelling apps usually go against my mark.
  7. C# Concepts Useful For JRPGs?

    generics for templates. extension classes that came with LinQ. I really love GroupJoin
  8. Doom used photographs of physical models. I think, modern games are already very realisitc looking. What are you after? Cheesy ligthning, plopping sprites when enemies turn? Somehow I have https://en.wikipedia.org/wiki/Interactive_movie in front of my eyes.
  9. 3D Neighbour nodes on a cube

    What about left-hand orientation for all faces. Then we only have to decide about the up-vector. Opposing faces haver counter up. 3 faces of one vertex have no common up. The rest can be modelled by a few "if".
  10. I like the other option more. Is that code C++? That looks ugly. Don't they have namespaces there like using D3DLinAlg; ? How do the dare overload the operator * where it does not commute? Did they hear of CamelCase? What is this Transform? Do they mean: Multiplication? Why do they order the args in such a strange way? Maybe switch to unity and see the beauty buried below that C++? dunno..
  11. DX11 Rendering Thread Architecture

    Use Vulkan/DX11 and let any CPU thread communicate with any GPU, maybe?
  12. >like a sportscar fan doesn't care about tractors. I care about both
  13. Collision+Physics* for a 3D Jump'n'Run Game

    I would not use ray casting. Sonic the hedgehog implemented full blown physics in assembler to get it right. You have bullet at your disposal, use it! :-) I did not see that bullet limits your ability to animate the character. I use it only from within blender, but there I am allowed to set a position at any frame in the animation (a bit tricky hidden in the scene graph).
  14. Historically I was wondering if someone could have come up with cheap realtime 3d before the ps. But then apparently one needs a minimum triangle count to make a game. What if there was a graphics adapter putting out 1024x200px on a cart rendering subpixel precision textured triangles like sprites (max 16 tris per scanline). Tris would be large to keep the count low => need to be perspective correct. It would have a smooth look. It is easy on the hardware. It would clip small or distant tris to keep the count low and thus would have had a very special look. Last application for software rendering was the GBA. In 20 years 3d accelerators will be something only a minority knows how it works.
  15. So raytracing is still in use. A million rays shot every second around the world. If i test for ray triangle intersection I do it individually for each edge. There is rounding involved so that effectivey these edges do not meet at the vertices. So with a bright background and a hightfield before that, triangles nearly hit from the side may lead to rays passing through the heightfield. I guess with current precision even in realtime applications no one notice a wrong pixel per hour.
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