Jump to content
  • Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

710 Good

About Adaline

  • Rank
  1. Not worry, this was a dumb error, I forget to specify to use this specific shader before using it.
  2. Thank you Alvaro. :rolleyes:
  3. If you're interested in prediction, recurrent NN are quite powerful. (Loops in the topology of a MLP, for example). Try also LSTM (Long short term memory networks) But using them inline, while AI, physics and rendering are struggeling, is not practicable. You can however train your network offline, and just using it, in your game, for its responses (not for learning).   If your NN is correctly trained, there's nothing more to do : use it. You should check if it is not in over-learning (sorry for the terminology, in french this is called "sur-apprentissage). This is "over-specialization". Check the responses of your NN on a DB that was not used during training. If they are relatively correct, the training is correct .... just use your NN now ! :)
  4. Hello everyone ! I have a strange problem with basic shaders in GLSL that struggles me, using OpenGL ES 2.0 on Android. (Main program is in Java)   Here's the vertex shader : attribute vec4 position; attribute vec2 iTexCoord; attribute vec4 iColor; attribute float iAngle; uniform mat4 vpMatrix; varying vec2 oTexCoord; varying vec4 oColor; varying float oAngle; void main() { oTexCoord = iTexCoord; oColor = iColor; oAngle = iAngle; gl_Position = vpMatrix * position; } And here's the fragment shader precision mediump float; varying vec2 oTexCoord; varying vec4 oColor; varying float oAngle; uniform sampler2D sampler; void main() { gl_FragColor = texture2D(sampler, oTexCoord / 4.0 + vec2(0.0, 0.8)) * oColor; } Whatever I do, gl_FragColor is always sampled from oTexCoord. Even if my rule of 3 is designed to sample a normal map in the last row of the color map. (All is in a regular sprite sheet). I'm really new to GLSL(even if I used HLSL before), so this should be a dumb question. Thanks. :rolleyes:
  5. Adaline

    Skeletal animation in Assimp

    I found this tutorial useful :   http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html   It shows how to render a skinned mesh from Assimp, using OpenGL.   Hope it helps 
  6. Nice article What about frustum culling ?
  7. Adaline

  8. Adaline

    This is a gross approximation : "I don't know how to do this" is not necessarily laziness, it can be humility. But maybe this is about culture ? Socrates was not lazy when he said "I know one thing : I know nothing"   I don't think this article can help anybody.
  9. Rodrigo, your article is fantastic, just fantastic. I wonder myself if in Megadrive's Sonic they didn't use a hybrid system between tiles and bitmasks ... I tryied myself to find the tile pattern but I failed ... Maybe 8*2 pixel tiles ? Or a specific technique, I don't know ?
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!