PhilObyte

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About PhilObyte

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  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. I like the article because it gives me ideas for my current way of treating big amounts of particles. But I don't get why it is bad to use two lists, e.g. HashSets, because they don't need to be sorted, for storing alive and stock instances, whn you just add/delete references.
  12. When I want the camera to follow an object I multiply the camera matrix with the object matrix. So it follows/rotates/scales with the object (I usually disable scaleWithParent). I recommend to read this article: http://www.gamedev.net/page/resources/_/technical/math-and-physics/making-a-game-engine-transformations-r3566
  13. 2D chase steering algorithm

    I already do, this is what the method GetIntersectionOffset() does (The shots need to have the same tangential velocity as the player relative to the enemy to hit the player). But I can't find the acceleration the enemy needs to keep up with the player :(
  14. Democratic Chess

      Sounds exciting, but I would need to learn from the beginning, I have no clue how multiplayer and databases work. It stays a cool idea, I maybe realize in the future ;-)