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nexekho

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  1. [center][img]http://i.imgur.com/JXkBn.png[/img][/center] [center]Summer project to make a vehicular combat game using XNA, for Windows, Windows Phone and XBox 360.[/center] [center][img]http://i.imgur.com/s9Baw.jpg[/img][/center] [center]Was originally planning to have a demo out by about next week, but decided to go back and do a full rewrite to improve the codebase quality after learning more about C#.[/center] [center]Some development videos:[/center] [center][media]http://www.youtube.com/watch?v=lRBbvKm948k&feature=plcp[/media][/center] [center][media]http://www.youtube.com/watch?v=UT-yUxGgsok&feature=plcp[/media][/center] [center][media]http://www.youtube.com/watch?v=-VQoafPqWMQ&feature=plcp[/media][/center] [center][media]http://www.youtube.com/watch?v=SJjDMfKqZ3I&feature=plcp[/media][/center] [center]Doing this project mostly to learn the XNA toolkit, alone, during the summer months at Staffordshire University. Also learning how to use a diffuse-only pipeline with Blender and how to pull nice dynamic lighting out of a platform without HLSL/GLSL. (Windows Phone)[/center] [center]Custom physics, custom lighting, custom particles, custom AI, also a custom 3D spatial audio engine as the inbuilt XNA audio has some problems.[/center]
  2. It's still built on their older Gamebryo engine. They just changed enough that it's distinct from their older Gamebryo, adding better lighting and such which it desperately needed. If you wanna spend $1k on a game, spend $1k on a game rather than 1/10000th of a game
  3. It's pretty much impossible to buy a bad PC in this day and age even off the shelf as long as you clear out all the junk OEMs like to install to make it *unusable*. Just make sure you've got a decent graphics card and the rest will be fine. I have a quad in my desktop and most high-end software like Max and Premiere can barely use two cores when rendering/baking - though interestingly Blender has absolutely no issue using all four at 100% when asked.
  4. Yeah. If you can get the animation right first and believable using stick figures or something that gives you a solid foundation to work on.
  5. I'm surprised how few games there are using flat shaded polygons to make 2D graphics. Resolution independence, yum....
  6. Wow, most of that's pretty decent! Colours, shading, etc. If I have one real negative comment, it might be worth taking into account perspective and figuring out how the figure is composed as a rough sketch first before trying to draw it - most of these look like they were either drawn from stock reference or no reference. I have little to no doubt your spriting skills are fine, but the way the character is laid out within the space needs a bit more thought.
  7. Ok, next, how are you requesting your context? I have no experience with OS X at all but there might be an optional alpha bits input you're expected to fill out otherwise the result is undefined. It looks like you're clearing the buffer THEN telling it which colour to use, too?
  8. Maybe I'm missing something, but where do you upload the texture to the graphics card?
  9. There was a severe memory leak in a previous driver version, after ~500 runs of my program which was halfway working and didn't release its ~1.5mb of textures would no longer obtain a context let alone allocate its VBOs/Textures/DLs
  10. I've actually worked on a number of small Minecraft clones (some before Minecraft existed, heheh) and so I've got some optimisation tips: Split your terrain into cells roughly 32x32x32, and frustrum cull/occlusion cull those If you plan on using shaders, overdraw is killer so reduce the impact using deferred rendering You can use a technique similar to run-length-encoding to find cuboids made of the same stuff and optimise them into a single block Wasted draw time can be reduced by factoring face visibility into this and chopping out polygon data that touches another block Multithread your blocks-to-faces system, it'll reduce slowdown and hangs If applicable, try and build few large draw calls, it'll run much faster on iOS in particular (additional:) use GLints for position data/UVs and GLbytes for normal data, no point in wasting memory/performance using GLfloats and you should get dead on accuracy. I'll post some screenshots of my Interactive Media final major project (yes, I was stupid enough to try and make a full working game, it didn't work very well but I got top grade for effort and method) which used such a system. All three screenshots easily kicking out a solid 60fps on a Athlon64 single core @2.7gHz and a nVidia9500GT with 512Mb of VRAM.
  11. Yeah, I did something similar. It produces an odd popping as the light moves relative to the object because the value is very polarised.
  12. Close enough at any rate. Are you scaling your mesh?
  13. Writing an experimental BSP system. The idea here is that it works on a tree of hexahedra; artbitary (but convex) six sided shapes divided using edge loops.. I've hit a bit of a snag, though when trying to get that data converted into triangles. Ideally, this is what I'm after. The black square is the left face of a big solid, the grey square is the right face of an airspace which touches it. I wish to get the matching area. Note that these ARE planar. My method (which is implemented, but has problems, later on) is to make a list of the triangles on the matching face in the solid; in this case, it's two that make up the big black square. Then, I determine how many vertices of each triangle are within our airspace's face. I do this by finding the perpendicular to each border that faces the other side of the face. These appear to be valid, so I'm sure this isn't the cause of the problem. Then, I dot product the normal between the midpoint of each border and the vertices of the triangles. Count the in and out vertices and take one of four actions: All in - go to next triangle 1 out - split into two triangles using edges of triangle and plane of normal to determine new vertices 2 out - move the out-of-bounds vertices back in bounds by using edge-plane-of-normal intersection like 1 out 3 out - delete triangle It works really well with nice tidy, ordinary geometry, but it doesn't take much turbulence in the geometry before the thresholds on the dot product give out and I have unclipped geometry bleeding everywhere and geometry being clipped when it shouldn't be. There's got to be a better solution. Right? I have my airspace's quad, and their solid's quad, I know they're planar and I want the touching area as triangles. Thanks for reading this mini-essay.
  14. Just to wrap up, that works great, thanks. My frustum culling is now flawless. (needed to flip the X/Y coordinates of the bounding box coordinates behind the eye)
  15. As in before the perspective is applied? I didn't think of that, I'll try it, thanks.