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About Danny02

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  1. this has nothing todo with the language. In Netbeans u can set another project as a dependencie.(project->preferences->libarys->add project)
  2. lwjgl isn't an engine its just a opengl wrapper toolkit for java as jogl. jme was based on both now primarly on the former
  3. Danny02

    GLSL Editor

    If u doing something with Java anyways. There are Netbeans plugins for GLSL and OpenCL
  4. they did it not only with compute shaders, because it runs on DX10 hardware also. My first thought would be to upload all the lightdata in one huge uniform data block(or texture if it you are using more then u can get with uniforms). then render the hole grid at once, and use the vertex ids to index in another uniform array which gives u the offset in the light data array and the nummber of lights in the cell.
  5. Danny02

    Distance Haze and cubemaps

    I looked at the wolfire blog post and I think this it what they did. blurr your skybox very strong radial around the up-axisu can probably use the term distant fog instead of hazethen just apply fog to your geometry based on the distancelookup the color of the fog from your blurred cubemapfinished as they also metioned, u can use the cubemap also for the ambient color in some way. So that the cubemap alone controls the enviroment lighting of your scene
  6. there are two methods I know atm. use light volums (sphere, box what ever) to mask with the stencil buffer only the pixels which are affected by the light.(just search for stencil and deffered lighting, same technique as in stencil shadows I think)use a grid over the screen to merge lights in those screen cells and render for example in one cell 18 lights and in the other only 2 ( there are some presentations from DICE, they used this in Frostbite 2)
  7. why do u want to copy it? just use the clonable interface then
  8. why not just use a addItem method. You jsut have to creat your Item object on the outside and pass it in.
  9. dunno if there is an exception with 1d textures you are using, but aren't texcoords in the intervall [0, 1] ? also u have to be carefull about texture filtering at look(use linear and offset the texcoords by half an pixel) const float texsize = 8; const halfpixel = 1./texsize * 0.5; for (int i = 0; i< 8; ++i){ l_lightColor = texture(u_LightColors, i/texsize + halfpixel)
  10. what about vec2 screencoord; //[0, 1] vec2 odd = mod(screencoord * screensize, 2.); and then do something like odd < 1 for even and so on
  11. where is the difference between a fullscreen quad and triangle^^
  12. take a look at the FSAA code(, in the vertex shader he uses only 3 vertex IDs to generate the fullscreen texture coordinates
  13. Ok there are two things to have a look at, first the software design and second how u used the graphic API (here OpenGL). SW: I noticed several points. general: use the standard Java naming convention pls (upper case Classes)don't use inner classesuse data classes like vectors for position, velocity & color) about your desgin am I right that each particle is creating his own Thread just to know what time it is? Just do the update with a given delta time.I would put the update logic in the particle container(ParticleEngine) not in the particles. Or create a particle interface so each particle can have its own update function, but with this u can't have interaction between particles. API: I see u are using OpenGL 1, it would be way faster using Buffer Objects for the particles. Also very important you aren't sorting your particles which give u wrong results if not additive blending, what u aren't using. ps: pls use milliseconds to messure your perfomance and not FPS, because this metric is a lot more comparable(i.e. 20->40 fps is a much higher speedup then from 120->140FPS)
  14. sure there are some hacks which can copy a obejct perfectly but just create a setData methode or so which takes a Robot object and copys all relevant data
  15. what is wrong with traditional forward rendering/lighting or "just" use deffered lighting
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