# Jim1664

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1. ## OpenGL [OpenGL] Reusing Depth buffer

Quick one as my google foo is failing me.. I am curious if I can reuse my depth buffer later in the process in a different format, ( it's originally f32 I want to recycle it later as rgba_u8, so same bit count ) I think this is possible with DX via differing resource views but I am much less familiar with OpenGl. I imagine one would bind it and redefine its format via glTexImage2D(..) ? If it does/would work would there then be anyway weird hidden costs from doing this? Thanks -JimC
2. ## Zombie game wave difficulty progression

You should be careful not to make too hard; while play-testing, keep in mind that through extensive testing you'll get rather good at your game. Easy for you won't be as easy for mister Joe Bloggs, coercing randomers to playtest for you could be a good idea.
3. ## Fast way to smooth a 2D polygon

Woo! I contributed too something... Reguarding border, if you want to continue with simple geometry manipulation, you could simply extrude the edges, ie: from each edge build a trapezium.
4. ## One-Step vs Two-Step Initialization (C++)

I hate this topic, before I was aware of it I was oh-so much happier. Darn it. I liked my try-catch blocks they looked.. neat.
5. ## Fast way to smooth a 2D polygon

I won't go into to much detail, I am terrible at explaining things. But here is a simple diagram: [attachment=10020:the best diagram of all time.jpg] Each edge is split in half, adding new vertices at their mid points (see green dots). Then we move the original vertices(in blue) closer to the mean of its newly added neighbours. This is a very simple approach, no fancy math, I will surprised if a simpler method appears.
6. ## Fast way to smooth a 2D polygon

Subdivision? A simple approach would be to take each edge and split it in half, then take each original vertice and move it towards the midpoints of its edges. Can of course be done recursively until it is smooth enough. I imagine there is a way to tessellate it on the gpu, but I am not sure how one would implement that. I also recall a GPU Gems article about drawing smooth vector shapes. http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html
7. ## Difference between pre rendered 3d and 3d?

See signature.. 3d games will use pre-rendered aswell, for likes of background stuff and imposters.
8. ## Shader effect system design

I would do 2, but produce an annoying warning/error if there are parameters with matching names but differing types.
9. ## Particles with DOF

Possibly if, while rendering your particles, you take a secound copy of the depth buffer and output the particles depth but alpha blended. This may affect your DoF blur in just the right way. - Or it will look somewhat stupid, have not actually tested it. Seems kind of excessive if you don't have much particles aswell.
10. ## Terrain and forest rendering in The Hunter

It does look nice, but I don't think they do anything 'magic'. Good use of Dynamic Level of Detail, instancing and culling, also of course good artwork. Also there is a case of priorities, making the forest look pretty would be high here. Yeah, this is just my speculations obviously, I don't actually know anything. -JimC

@clickAlot Thank you, And no, it is the same basic concept but implementation is quite different. The most obvious difference is; in the article trapezium's are generated from projecting the far edges of shadow casters away from the light origin, which are then used to "draw" shadows. Here we form triangles from light origin and the closest edges and use them to draw the lights directly. Additionaly any would be overlapping triangles are unionified. -JimC

Hello people, So, I just wrote some cool code, and I feel like showing it off a little. To summarise, it's for rendering soft shadow casting lights (lots of) in a grid based 2D-world. It is similar too the likes of: http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/dynamic-2d-soft-shadows-r2032 But it differ by working out contiguous non-overlapping geometry so as not have too a shadow accumulation step for each light. Also, in the second version, lighting geometry as opposed to shadow geometry is generated. Actually generating the geometry is a fair bit more complex, it still runs well in realtime, but then rendering it is much simpler. In the spirit of a typical 3d deferred renderer each light and each object are rendered once, [color=#222222][font=Arial][size=2]separately[/font] and then combined. I was intentionally brief, I am quite new to 2D stuff, as far as I know this method could already be wide spread. If people care, I will elaborate at request, else I'll just fade quietly back into the woodwork and try again when I have something even more awesome. Attached are in action screenshots, taken from Darkout, indie game I am part of. Link: http://www.darkoutgame.net Thats all folks. -JimC
13. ## Procedural Galaxy

I do not have twitter I'm afraid, nor any desire to get it. You can contact me through GameDev or just email. I will look at your site properly when I get home, I am at college just now with rather restricted internet. You should check out Infinity if you have not, http://www.fl-tw.com Which was mentioned by someone else above I think.
14. ## Procedural Galaxy

You have fairly recent dx redisributable? Oh and GameDev didn't like my 7zip file, so I zipped it.
15. ## How do you organize your classes and their respective implementation files?

[font="Consolas"]"By the way, what do you mean by K&R bracing?[/font]" Its the style used in the 'C Programming Language', by Kernighan and (someone else whos name begins with an R) Which is; void function( ... ) { doSumfink(); for( int a = 10; --a; ) { doSummitElse(); } } By comparison, I use. void Function( ... ) { DoSumfink(); for( int a = 10; --a; ) { DoSummitElse(); } } Edit: That guys name is Ritchie, not knowing annoyed me so I had to google it, or bing actualy but 'bing it' isn't quite the same.