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About arnero

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  1. Isn't this the task of the projection matrix? Last time I checked computer guys somehow insist that the origin is top left corner. To get the vanishing point to the center z is added to x and y. After division by z this becomes a constant offset. I like math and think the origin it bottom left. Then I also place my notbook left and right to stationairy monitors and expand my desktop. Thus now I think for the video card and the os and everyone that the center should be the origin. I once thought about expanding mode hex to quad line duplication (320x100 or 160*200) to get 2 pages in 64k. Then the base address of each page could point to the center...
  2. arnero

    The beginnings of a solar system

    Yeah just wanted to tell you that the text was not perfect. Only 99% 😉 . With everything SciFi I want it to not give up realism unecessary . I like the planets.
  3. arnero

    DX11 Old CRT Radar scope emulation

    Some atoms or molecules have long living excited states. A single atom has lots of states with different lifetimes. But I think, most of them live quite short. I used ps light pulses to pump/probe them . A crystal can be doped. At such an atom long living states may occure. But then phosphore, I mean it looks so low tech. I think that maybe electrons and hulls in a semiconductor are involved. They need some time to find each other. This gives a 1/t dimming over time ( as opposed to exp(-t) for single atoms). We could measure this with simple and cheap electronics in the future school teachers labs. .. I think I have tried to google this phosphor stuff, but was not satisfied. Also strange that these CRTs hold stuff for seconds while computer crts flicker at 60 Hz...
  4. arnero

    DX11 Old CRT Radar scope emulation

    I've heard that when the manufacturer in the 80ties switched to digital video memory (DRAM) and bright 80 frames/seconds CRTs they had to emulate the after glow in order not annoy the operators. Look up some old demo effects about glow. For example fire simulation on DOS PCs.
  5. arnero

    Introduction to Octrees

    Octrees are a way to speed up. It does not simplify collision detection. It adds more code (I am right now not going to read all that). "Sloppy" may not be the official term, but I think I read that multiple members use the Octree in this way. Premature optimization and all that..
  6. arnero

    The beginnings of a solar system

    Or did you not mean Orbit? Did you mean Space? "where to pick": So the hex would "fall" down an mark an area on the surface? Sorry, do not knwo the original
  7. arnero

    The beginnings of a solar system

    this orbit is a bit low to be geostationairy. At least for earth.. Why a grid? That orbit is so large, it is already very expensive to fill a small band. Also please leave the gaps between the fields. I added robot arms between them / folding mechanic, but people think it is rigid and point me to "Ringworld". Maybe write a story how the distance is regulated using railguns and nets catching the projectile or so. Or use thin arms / space elevator technique: large wheel for high speed, but even larger distance between panels.
  8. Oldschool = racing the beam. Scanline rendering like render man but in real time. Instead of low frame rates one gets flickering. Outrun uses this for the the road. Unfortunately MAME tells me that outrun draws the sprites to a frame buffer. Frankly, with 256 sprites on screen and on a straight section almost 256 sprites on a scanline this may be the better way. Still I would dig old-school Outrun. 2 or 3 layers (with cyclic-z) for the waves and fields. Only some large sprites at the road ( let's say: max 16 Sprites per scanline. More like Hang-On. Hang-On front with Outrun background. Also without a frame-buffer horizontal resolution can be higher than vertical. Sprite-X comparators have been quite fast for some time. Also I like mode-7 and the sprite rotation on the GBA. Turrican or Sonic with real-time rotation of the avatar. Outrun with roll. Do sprites in after-burner flicker? Background-based ground in after-burner would be cool. 3 BG per scanline would need to nice thinning. Outrun hardware could render two streets. So I could imagine a mode 7 for the street: Textured polys for the street and border, max 2 polys on one scan line, BG for the scenery. Mario-Kart with real sprite scaling. Why SNES could not do it, I do not know. Genesis can tilt the background slightly but could not afford die area for scaling (+rotation). I do not grasp. Also BG means: Character-based. Sprite means: Chunked bitmap graphics ( like on C64 ). While gate count was limited on NES and C64 there is no reason why the 16-bit computers could not render front to back, fetch on the fly and FiFO to smooth out the timing. Each character layer needs a cache to store the chars between scan lines (an reload on bad-line). Likewise a rota-zoom sprite reuses pixel data on the next line, so may not be able to be as large and hires. z-ordered transparency is no problem: We do not use z-buffer, but have all z at every pixel. Of course, front to back rendering cannot cull anymore and opacity may just be forced by the empty FiFO. Mode-7 on SNES is so brute force without any caching or chunks. I do not like. I would like characters to flicker away if the get smaller than 8px width (with 640px horizontal). When using rota-zoomer to do affine texture mapping on simple Elite like space ships shading (light/dark) may be important.
  9. arnero

    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!
  10. arnero

    Top 5 Most Expensive Game Localization Mistakes

    Ressource files are okay for images, audio and long text, but not for short names. I want the same names to appear in my code and on screen (english version). Then for localization (eg. into my native language) these words are translated by the ressource file. Therefore I like languages like SQL, which allow for spaces in identifiers. And I hate URLs.
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