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About Seabolt

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  1. Maybe it was allocating a render texture for you under the hood each frame or something silly like that. I'm glad it helped!
  2. What mobile device are you testing on? I've made live games on mobile with post processing just fine. I didn't use OnRenderImage though, I manually did Graphics.SetRenderTarget, but you should be fine if targeting anything somewhat recent, (I was doing an approximation of shadow mapping on Samsung Galaxy S4). Maybe it's something to do with OnRenderImage?
  3. Hey guys, I basically learned graphics programming on here so I figured I should come back to relearn. I was a console graphics programmer for a bit, but the past three years I've been mostly doing performance and finding ways to bastardize typical techniques to make them run on a Mali 400 Samsung S3 in India. Because of this, (and the overtime), I haven't spent as much time on pretty graphics in awhile, where should I start? I'm currently updating my personal engine for OGL 4 with an eye toward Vulkan once I'm stable again, and my first goal will be getting a rough approximation of a PBR pipeline together, but after that what should I focus on to get back up to speed? I know it's an open topic and I'm mostly just looking for conversation about the "State of Graphics Programming in 2018", any feedback will be appreciated.
  4. Yeah I'm not sure either, it seems like any transformation of the view or projection matrices would only cause the shadow map generation to be wrong. Sorry I wish I could be more help.
  5. Ah I see... It looks like they are making arbitrary splits based on the view frustums forward axis, fitting to those bounding boxes, and then rendering with an imperfect light frustum? That is interesting, if not artifact prone...
  6. I agree with a lot of the posts here, but I have a few wrinkles I'd throw in. First off, inheritance, (or how ever you decide to implement your interface), is great for the low-level graphics SDK abstraction. Then I would design what information an entry in the scene needs, like the material it will need to use, and which shader it should use in either scenario. Then I would design my structure for how to store the list of entries in the scene. Then I would design two renderers that take in that list of scenes and implements the logic for rendering that list
  7. I'm not sure what you mean by not rotating with the horizontal angle, the light's frustum should only try to bind to the view frustum. If you're wasting space, you should be reducing your clipping planes, binding either on a ground plane or a maximum height. This is the seminal tutorial for cascaded shadow maps, and their solution is the generate an AABB of the scene and then bind to that. Also the shimmering artifact is real and is a huge distraction, but can be solved by not moving the light frustum by more than one shadow map texel.
  8. Seabolt

    Why use texture splatting?

    My previous uses with texture splatting, that was the base diffuse textures. Every visible piece was a culmination of several detail maps combined via the texture splats.
  9. Seabolt

    Why use texture splatting?

    For 1024's, yes, but most detail textures are like 32x32 or 64x64.
  10. Seabolt

    for amber waves of grain

    Could you extend the wind emitter into a wind generator system? I mean you have to model the wind external from the shader in order to keep the vegetation in sync, what if you did something as simple as generating a series of spheres that modeled where the wind is coming from and apply the wind force from the nearest sphere to the vegetation. You then could control the expansion rate/direction of the wind spheres to get that gusting behavior.  Just spit balling here, the problem interests me.
  11. Seabolt

    Tips for reading mathematic formulae?

    Wow, really guys, thanks for all the additional resources! I'll be sure to take them all in. I went to a college here in America called Full Sail; they didn't teach much math. I had one month of calculus where I only remember that the inverse of an integral is a derivative, and one month of Linear Algebra where I got to the point where we could do cross products and such. So I'm pretty far behind the curve. Everything that I've done in my career has been me just learning shit as I go along.    I'll look into those books when I get done with my linear algebra book, thanks!
  12. Seabolt

    Tips for reading mathematic formulae?

    That makes sense. My issues currently are with my reasoning abilities. I have a hell of a time trying to tie together concepts that I've learned to new techniques. That clicking point takes me longer than most people.
  13. Seabolt

    Tips for reading mathematic formulae?

      Ah that makes more sense.  And thanks Irlan! That is really helpful. I'll likely be harassing this forum plenty as I bang my head against this wall called "Math"
  14. Seabolt

    Tips for reading mathematic formulae?

    I think I understand what you're saying, though I can't say I understand the importance of the formal definition, (though I don't doubt it's significance, only my understanding of it).  I don't understand why x, y, and z are from different "sets" when they are all apart of the same set of numbers; real numbers. Unless there is some arbitrary distinction saying that x, y, and z belong to the set of possible real numbers along each of those axis, which I guess makes sense, but makes the term "set" a bit ambiguous and hard to follow.
  15. Seabolt

    Tips for reading mathematic formulae?

    Holy hell... that's really helpful. I feel dumb for not thinking to just search for this.
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