Atrix256

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About Atrix256

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  1. What to do when your idea was already taken

    There is a famous company that is known for taking the best parts of existing game genres and making them even better. That company is Blizzard (:
  2. Uses of curves in graphics?

    Thanks for the info (:
  3. Uses of curves in graphics?

    Hey @MJP, can you tell me why you guys opted to use textures for your curves, versus say, passing the control points and/or tangent data through as uniform constants?
  4. Uses of curves in graphics?

    oh man... i am so stoked to hear you say that MJP.  Thank you as well Promit.  You two guys have given me a bunch to work with (:
  5. Uses of curves in graphics?

    I answered in a general way, but I'm looking for specifics.  Something like "here's how i use curves in my shaders and here's how i get the curve data to the shader" type answers.   (and aiming more towards graphical effect type stuff, and less towards vector graphics applications) I'm writing a research paper on something relating to curves and GPUs specifically (the presentation is for the paper), and am trying to find example uses of curves in graphics, as well as ways people get the curve data to their shader currently.  Things that people ACTUALLY do, instead of theoretical ways to achieve things. Color correction is a nice answer, thanks for the response!  I'll bet color correction type curves would help too in doing tone mapping for HDR.
  6. Hi Guys, I'm working on a presentation for my fellow engineers and am trying to gather some info about the usage of curves in graphics and graphical effects. Less about vector graphics type stuff and more about visual effects - but if you have interesting vector graphics info, I'd love to hear that too! My questions are... 1) What are some interesting techniques involving curves in graphics? (e.g. particle color over their lifetime, uses of curve based color gradients) 2) Do you currently use curves in your graphics work? If so, how are the curves used? Do you use them while making a texture? Do you use them in a fragment shader? How are they passed into the shader - hard coded into the shader? uniform constants? baked out into a texture (if so what dimensions / format)? Anything else you think I should have asked about? smile emoticon Thank you!!!  
  7. Hey Guys, I just put up a game i've been working on. try it out and let me know what you think (or if you hit any bugs!) https://chrome.google.com/webstore/detail/kknobginfngkgcagcfhfpnnlflhkdmol
  8. Simple Threading Question

    [quote name='iMalc' timestamp='1322466210' post='4888355'] Yeah that's now a very good way to do it IMHO. I've done exactly that several times before. [/quote] Great to hear thanks iMalc!
  9. Simple Threading Question

    Thanks for the reply Hodgman I was tired of messing with it so while waiting for a reply I tried switching to using events and seem to have gotten good results with simpler code in the end I create 2 events per thread, one is a "WakeUp" event and the other is a "GoingToSleep" event, so with 8 threads, there's 16 events total and all are auto resetting events. It now works like... [b][u]Main Thread:[/u][/b] [b][u] [/u][/b] * Random game / engine logic * Set each thread's "WakeUp" event. * WaitForMultipleObjects on all of the "GoingToSleep" events, saying to wait infinitely for all of the events to be set * back to the top [b][u]Worker Thread Function:[/u][/b] * WaitForSingleObject to wait infinitely on this current thread's "WakeUp" event. * The thread does it's work * The thread signals it's own "GoingToSleep" event * back to the top
  10. Hi Guys, I have a point in my program that a certain amount of work needs to be done, and main thread execution needs to block until the work is finished. I have it working, but something about the way I'm doing it is making it lock up sometimes, so there must be a race condition or something. Here's what I'm doing (pseudo code), can anyone see what's wrong with it, or have any suggestions for how to do it better? It's C++ / windows [b][u]Main Thread:[/u][/b] * Random game / engine logic * Enter a critical section * Set NumActiveThreads (a volatile unsigned int) to 8 (the number of worker threads i have) * Leave the critical section * While NumActiveThreads > 0, Sleep(0) to yield the thread (i do an enter critical section, read value, leave critical section each time) * back to top [b][u]Worker Thread Function:[/u][/b] * While NumActiveThreads == 0, Sleep(0) to yield the thread (i do an enter critical section, read value, leave critical section each time) * The thread does it's work * I used an interlocked decriment on NumActiveThreads after the work that this thread is responsible for is done * While NumActiveThreads != 0, Sleep(0) to yield the thread (i do an enter critical section, read value, leave critical section each time) * back to top The idea is that the worker threads sleep until they see NumActiveThreads != 0, then they wake up, do their work and decriment that number. The main thread sets NumActiveThreads to the number of threads, and then waits for that number to hit zero again. Thanks for any help!
  11. THQ vs. EA Games

    I would work for neither EA nor THQ. They are both huge monstrosities of game companies, so they will always treat their people like crap, and only focus on turning a profit instead of making a game worth making / playing. Some huge companies aren't that way (from what i hear, blizzard is a decent place for example, and they make sooo much money), but EA and THQ are just giant money grubbing conglomerates.
  12. What is bigger?

    Well if you think about it bitwise, like if these 2 "values" were being loaded into a register... NULL is just 0 NaN is nonzero thus NaN is bigger! If you are talking about including signed integers though, I'm not sure if NaN has the highest bit set or not. If so, NULL would be bigger :/
  13. oh i see! wow... fail on my part. thanks a bunch, i'll see about getting a dongle or full on wired controller then.
  14. Yep it works with my 360 both wired and wirelessly I thought it might be something like the controller was already paired with the 360 so wouldnt pair with my computer because with it plugged into my laptop, whenever i pressed the guide button it turned on my 360 hehe... so, i unplugged my 360, and pressed the wireless button on the top of the controller just to hopefully make it forget about the 360, but still that didn't help any.
  15. Hey There, I'm trying to get my 360 controller to work on my pc (laptop) by plugging it in via the USB cable. I have the software installed for usb connection as well as the regular XNA stuff (i've been working on xna applications, they run just fine etc). Anyhow, when i connect my controller i get the little green light indicating that it's charging (and seemingly connected), however when i press the guide button, all 4 quadrants just flash forever and never connect. on the accessory status utility, it doesn't ever show a connection being made either. At work in the past I know some people have had problems getting their controller to connect when plugging into certain USB ports (???) so i tried various ones on my laptop to know avail. I've also run XNA example programs that use the gamepad and they always show the game pad state as having IsConnect set to false. Does anyone know what might be going wrong or how to fix it? Thanks!