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wildboar

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About wildboar

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  1. I've posted about this in this thread http://www.gamedev.net/topic/683796-decal-projection-quick-question-on-direction-of-implementation/ As per your option 1. Tip. As the circles are a distance away from the camera plane. You can use a render target resolution for your circles which is less than your display resolution workout loss of quality.   Ah nice project you have! So you ended up doing the shadowmap method? Do you think that's the perfect way to do it or do you think deferred decals are an improvement to that technique?
  2. Hi, thanks for the reply. The reason I want projective textures is because it looks a lot more proffesional and not a quad that intersects the terrain that is used in older games. Presentation goes a long way for me and having the circles bend shape with the terrain is the effect I want. WoW was doing this back in 2004? At this point I am considering implementing deferred rendering.
  3. I am trying to implement unit selection circles, like the ones you see in starcraft 2 when you select a bunch of units. I am doing this for a mobile phone game so I have access to OpenGL ES 3.0.   I know there is some technique called deferred decals but since I am not using deferred rendering it seems like it's not for me. I mean if it was faster to do it with deferred I could go ahead and implement it using pixel local storage or something? but that's another idea.   So I narrowed it down to 2 ideas but I am not sure which one makes more sense:   1) Take a 2048x2048 texture and draw quads into it at the unit positions from a camera thats looking down at it. Basically same as a shadowmap but writing circles into a color buffer instead of only using the depth buffer. When drawing the scene just sample this texture as I would a shadowmap.   2) Draw the scene and pass into it an array of matrices which are like the cameras looking down onto the unit position. In the fragment shader do a loop over these matrices and perform some kind of projection technique to see if that pixel is sampling a circle. This would limit the amount of circles by 32 maximum in a scene.   Any other ideas? I really have no clue how starcraft 2 implements this but they could very likely be using the deferred decal technique. I don't want to just draw circles as quads as it looks bad when they intersect the floor and stuff, and with depth test disabled it also looks bad. If its a huge resource hog for current mobile devices maybe I should abandon this idea altogether? really stuck at the moment.
  4. I am trying to use UVAtlas code from github in order to create a uv atlas for a 50k triangle scene.   I am beyond confused right now because of the data it returns to me:   { size=298 }   //Input vertices { size=564 }   //Input indices { size=564 }   //Input adj info, filled with -1 { size=564 }   //Output vertices { size=2256 } //Output indices but these are uint8 { size=564 }   //Output remap array { size=188 }   //Output face partitioning array 0.000000000 //Output stretch 188                //Output charts count   Log:   UVAtlas: Vertex Number:298   UVAtlas: Face Number:188   UVAtlas: Scale factor is 24.978756 UVAtlas: Initially having 188 separated charts UVAtlas: Initial chart number 188   UVAtlas: Charts before merge 188 UVAtlas: Charts after merge 188 UVAtlas: Final space utilization ratio after pack = 63.167% UVAtlas: Final X and Y = 998, 998   1) Why does it return so many vertices? why does it return indices in that weird form? What does it expect me to do? I just have a list of vertices and I need UV coords generated for each one, not more, not less! why does it give me all these extra vertices???   2) How do I actually generate the texture/lightmap from this? By lightmap I mean a lightmap without the lighting computed yet.   3) Should I just not use this tool and use libigl instead?   Thanks all
  5. I had an idea to use a render to texture method in my game to be able to have blood splats on the ground, like sc2 creep, splatoon's paint or portal 2's gel. I need some help making a plan on how to make this work, here are my ideas so far:   1) The 3D scene is a terrain with some buildings on it, take the scene bounding box's min plane and store it as a separate plane. 2) Raycast into this plane, alternative method is to raycast the physics engine collision mesh? 3) Make a texture for the plane during scene init, but keep the texture within a reasonable dimension, 2kx2k? 4) Render whatever we want to this texture and let the scene shader's sample it.   That's the rough idea, how comes the hard part, so we have the ray intersection point for either the plane or the triangle on the mesh.   1) How to find that point on the texture? 2) How to generate the new texture coord's for the scene meshes? 3) Should I be using some kind of unwrap uv like OpenGI http://opengi.sourceforge.net ? 4) What about the technique projective texturing? I know it is similar to a shadowmap, just not sure if that's what I need, the entire scene can be covered at any one point by the blood/gel/creep material.   Any help would be appreciated! Thanks.
  6. wildboar

    Field of view check

    Thanks for the info   PrevVel is actually a velocity vector for the main player, it is assumed to be above 0.
  7. wildboar

    Field of view check

    I have a small function:       bool CanSee(UnitInstance * Me, Vector3& Him) { Vector3 NN1 = Me->Pos - Him; Vector3 NN2 = Me->PrevVel; NN1.normalize(); NN2.normalize(); return(Vector3::dot(NN1, NN2) < 0.0f); } This gives me too wide of a field of view check, this is between enemy and player used for stealth system. How can I make it a lesser FOV?
  8. wildboar

    The truth about MMO's

    There is no point discouraging indie teams or individual people to try to make an mmorpg. I coded a client server (simple) mmorpg prototype and I learned a HELL of a lot of game engineering skills, it is also now going into my portfolio. Nowadays mmorpgs are not as out of reach for indie developers as they were before. I know several small teams of under 10 people who currently have a fully functioning commercial level mmo.
  9. wildboar

    Why You Shouldn't Be Making an MMO

    I dont even see the point of discouraging newbies from attempting MMO's. Let them try, see how far they will get. In the end they will most likely fail, but at least they will learn two things: the amount of time and effort required for an MMO and some game development skills.
  10. wildboar

    Woody3D 1.0.2 Release

    I think it would be a great idea to have a license similar to RakNet, allow users to use the sdk with no limits and when the game earns more than a certain amount in revenue then they would have to pay the license fee. I really want to try it out in my engine but I dont want to just pay 300 dollars up front especially since I am not on the stage where trees are important.
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