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About Laury

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  1. Laury

    Shadow Map Silhouette Revectorization (SMSR)

    Nice!   It reminds me of MLAA but applied to shadow-mapping... Any benchmarks to see how much it costs?
  2. Laury

    A Spin-off: CryEngine 3 SDK Checked with PVS-Studio

    Yet another infomercial...
  3. Laury

    XRay Unreal Engine 4.5 source code

      While it certainly is an advertisement of sorts, it is interesting to get a peek at code analysis tools and what they can do.  It's also interesting to see the development decisions behind Unreal.   Yes it is, but it's not enough for an article.   Indeed. I don't see how an enumeration of this kind can be considered an analysis of the development desisions behind Unreal. Moreover, it completly lacks the historical part of the engine and how it evolved from the previous versions. The "article" states Unreal Engine has been used to create lots of successful games but forgets hardly one game has been commercialy released with this iteration (UE4).
  4. Laury

    XRay Unreal Engine 4.5 source code

    I'm sorry, but I don't see the point of such an "article"...
  5. Hi, The DXSDK documentation on SetViewPort (http://msdn.microsoft.com/en-us/library/windows/desktop/bb174469(v=vs.85).aspx) is quite clear. You just have to specify the rectangle zone you want to use. Then you use the exact same zone to render to your window.
  6. Hi! Your game looks cool! Any demo available or dev blog? I think you should post it as a picture of the day to get more attention and feedback. Keep on going!
  7. Laury

    MaxScript Exporter

    Hi, Pierre Terdiman gave a src code about mesh consolidation here : http://codercorner.com/CodeArticles.htm http://www.codercorner.com/Consolidation.zip It may be useful in your case. Cheers!
  8. Hi, I did a maxscript exporter a long time ago and had the same issue as you. But, I did not try to solve it in maxscript but in my importer code using "consolidation". The idea is simple, you create indirection tables in order to remove redundant informations: When you read a new vertex, if the exact same vertex already exists in the previoulsy read vertices you use its index otherwise, you create a new one, push it into you vertex buffer and use the size of this buffer (-1) in your index buffer. Pierre Terdiman gives a consolidation code on its website : http://www.codercorner.com/Consolidation.zip. I hope that helps you.
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