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About VladimirBondarev

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  1. VladimirBondarev

    Comparing Shadow Mapping Techniques with Shadow Explorer

    I've done a small specialization at my university about aliasing on shadow mapping, Its not top quality, but perhaps could be useful to someone else: http://www.bondarev.nl/files/specialization_shadow_mapping_algorithms.pdf
  2. VladimirBondarev

    Debugging Memory Leaks in Visual Studio 2010 (c++)

    I use this type of implementation for this: http://www.flipcode.com/archives/How_To_Find_Memory_Leaks.shtml Doesn't work on malloc etc.   It will make your code really slow, but the awesome thing is.. you can add some extra functionality: -Record when the memory block was allocated. -Reset you memory-track-table -Output the table when you like to a file -etc.
  3. VladimirBondarev

    Are static member functions ever used?

    If you declare global static object in c/cpp file "static type gObjectName;" you cannot link the object from the header file by calling "extern type gObjectName;".
  4. VladimirBondarev

    How do I handle lots of textures

    You could combine textures into one large texture, recalculate UVs based on your new texture... should do the trick.
  5. VladimirBondarev

    Occlusion Query for Logic - not Graphics?

    First of all i like the idea, but it has some potential problems. -Possible problem is to drawing 360 fov view in single pass. If im not mistaking, projection matrix does not allow fov of 360. -Occlusion query stalls your GPU. Perhaps not important for you, but its good to keep it in mind. -The resolution will determain the precision of your approximation. -If to split 360 pass into 2x 180 fov, you will still face precision problems: low approximation precision on the edges. -also possible to split into 6x 90 fov passe, same way cubemaps are generated. i would defenatly go for this one. Modern engines use a very simple software rasterizer to solve occlusion problems (has still same problems for your solution) to stay away from gpu. Basic unoptimized approach would be something like: -draw all objects that are potential occluders in on cubemap (6x 90 fov). Except the one that will be tested. -do occlusion query test on object of interest on each of 6 rendertargets. -sum the result. In my opinion it will be a heavy process and not consistent. Have you considered to do any other tests then occlusion query? I would recommend to try something in direction of simplified object-models and raytracing heuristics. Like: Sphere1 - occluder Sphere2 - object of visibility interest. -is sphere1 aligned with sphere2 and how much? Can be tested with simple dot-product. -how does does my current fov effect the corelation of delta distance and sphere sizes. Good luck!
  6. VladimirBondarev

    Java or C++?

    Question is, towards what do you want to target your programming? You can make games in almost any language. If you want to develop for example games for PS3, C++ is a must. If you want create games as a hobby, java and C# is an excellent choice. C++ will consume allot of time before you will be able to generate something useful (without major bugs).
  7. VladimirBondarev

    I need advices

    switch(choise) { case 1:{CreateCharacter();} case 2:{LoadCharacter();CharacterMenu();} case 3:{About();MainMenu();} case 4:{Quit();} default:{WrongValue();MainMenu();} } should be something like: switch(choise) { case 1:{CreateCharacter();} break; case 2:{LoadCharacter();CharacterMenu();} break; case 3:{About();MainMenu();} break; case 4:{Quit();} break; default:{WrongValue();MainMenu();} break; } if you don't put break after a statement, other statements bellow will be also executed. Break makes sure that it does not happens.
  8. VladimirBondarev

    Intersection of two 3D Polyhedrons

    This should work: -Create from all the edges of your polyhedron Rays (make sure that the rays are not infinite, but have the length of the tested edge), -Intersect them with all triangles of polyhedron. Ray to Triangle intersection: http://www.softsurfe...orithm_0105.htm Perhaps not the best approach, but it should work. Good luck
  9. VladimirBondarev

    Bloom Fail

    Dot has no division, only multiplications... so it should not be the cause of NaN-value. The issue must be somewhere before that.. like it already was a NaN-value vector. Possible cause exponent of the floating point is not correctly interpreted (all bits are set to 1, according to IEEE-754).
  10. VladimirBondarev

    Ray casting through a 3D grid

    This is the code for Axis-Aligned Bounding Box in my projects: const float IntersectRayAABox(const vec3 &min, const vec3 &max, const vec3 &origin, const vec3 &dir) { float tmin = 0.0f; float dist = 1000000.0f; float t0 = 0.0f; float t1 = 0.0f; for(int axis=0; axis<3; ++axis) { t1 = 1.0f / dir.cell[axis]; t0 = (min.cell[axis] - origin.cell[axis]) * t1; t1 = (max.cell[axis] - origin.cell[axis]) * t1; tmin = MAX(MIN(t0, t1), tmin); dist = MIN(MAX(t0, t1), dist); } if( tmin > dist ) return 0.0f; //miss if( tmin > 0.0f ) return dist; //hit return 0.0f; //inside } Just to be clear: vec3::cell[0] is x vec3::cell[1] is y vec3::cell[2] is z
  11. VladimirBondarev

    Beginner hoping for a few pointers

    Have you considered something like ActionScript? Artists in my university use it to make simple games that turn out to be pretty good too.
  12. VladimirBondarev

    C books

    Its explained in unix environment. If your preference is also unix while you have windows installed, you can use Cygwin (http://www.cygwin.com/) Just dont forget to install necessary packages.
  13. VladimirBondarev

    [MMO] Random World Generation

    This url could be interesting for you. http://www-cs-studen...map-generation/ Maybe it will give you an idea or two. Good luck
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