PhilObyte

Members
  • Content count

    40
  • Joined

  • Last visited

Community Reputation

486 Neutral

About PhilObyte

  • Rank
    Member
  1. Gonna try "Fast Summed-Area Table Generation and its Applications" (http://developer.amd.com/wordpress/media/2012/10/Hensley-SAT(EG05).pdf). I hope the cost for swapping render targets is no very high, I will test different sample widths and look what works for me. Thanks for all replys, I'm still very new to HLSL and sometimes don't know how to solve problems with it.
  2. Thanks for your reply! I saw a similar approach utilizing bi-lerps for performant gaussian blur. Regarding mipmaps: is there a way to use them for non-square blocks? I would like so read blocks of the x-axis only, without values from adjacent lines. This would decrease the number of rays resulting in artifacts.
  3. Hey, in order to compute light intensity for a pixel, I need to sum per-pixel attenuation along a ray to a buffer. The ray is parallel to the x-axis, so I have to sum values along the x-axis:   eg. 0112011 would become: 0124456 (number is sum of all previous numbers plus itself) This is a rather complex operation, depending on length of ray (width of texture) and number of rays (height).   I thought a solution would be to draw the texture additive multiple times, shifting it to the right one pixel each time: 0112011 + 011201 + 01120 + 0112 + 011 + 01 + 0 _________ 0124456 This works, but is computation expensive as well. Also, there are only 255 values which yields chunky results. I can't encapsulate numbers to 3-digit base 256 colors because additive blending would break this (it just adds per channel obviously). Please ask if I have not described the problem well. I hope someone can help me! Thanks, Phil
  4. Terrain Generation

    You might want to look at this tutorial.
  5. Hey, I hope this is the right board to post this!   When I saw this prototype for a game idea (great site, btw.), I immediately thought of the usage as a CAPTCHA. It is very easy for a human to distinguish foreground and background. Would it be equally difficult for a computer to read it? I know that traditional CAPTCHAs can be read by a compute more reliably than by a human (http://www.digitaltrends.com/computing/google-cracks-captcha-with-an-algorithm-thats-99-8-percent-accurate/). I am curious because I know very little about efficient image processing. This is why I ask you: would it be very easy for a computer to read CAPTCHAs that are generated by a moving/still white noise, as you can see in the prototype I linked? Or could you think of a technique that would require little processing costs thus making my idea useless?   Thank you, Phil.
  6. 2D Motion Blur Shader

    This does not produce what I expected :( the objects aren't streched, but rather change in opacity. Is there no way to do it like PAINT.NET? there is a motion blur that stretches the object. But it is really slow so I think it is not done by a O(n) fragment shader
  7. 2D Motion Blur Shader

    Thanks, I think I understood it. Will try this today!
  8. Hello, I've been struggling for a while now getting a motion blur shader to work. I want to give the player a better feeling for velocity. My current approach is to draw a texture of my scene that consists of vectors how much this pixel is blurred and in what direction. I pack the numbers into the RG and BA channels to the base of 256. I even want to write a shader that does this for me, depending on rotational velocites, giving pixel-perfect gradients.   No problem until now, but how does my shader blur the scene, having just a sampler of the BlurTexture and the normal scene? I suck at math, so please help me! Thank you in advance, Phil.
  9. Shooting At Stuff

    I would not have guesses that it will be so complicated, but it is really useful, thanks!
  10. My XNA Game-Engine

    I am currently making an Engine for my next XNA-Project. Of course, it's said "Make games, not engines and use a 3rd-party tool", but I want to learn how I can do simple tasks by myself.
  11. Light Test

    From the album My XNA Game-Engine

    Minecraft style lighting in 2d using a Queue and something like Dijkstra's algorithm. All relies on Grid(t), ITile, IPathNode, Light and LightManager (diagram).

    © (c) 2014 Philipp Hochmann

  12. Old prototype

    From the album My XNA Game-Engine

    This is an old picture. Particles of the ship's jet look awful. The asteroid is rotating and the tiles follow this rotation, achieved by a transformation hierarchy (TransformedEntity in diagram).

    © (c) 2014 Philipp Hochmann

  13. Many enemies and particles

    From the album My XNA Game-Engine

    As you can see, I still don't know how to push the ships away from each other. I don't want to use a Physics lib.

    © (c) 2014 Philipp Hochmann

  14. Ai Testing

    From the album My XNA Game-Engine

    A.I. works good now. I used a vector projection on the relative velocity to determine the thrust. Rotation offset for shooting is calculated by matching tangential velocity of agent and its missiles.

    © (c) 2014 Philipp Hochmann