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About trozen

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  1.   How do you handle dynamic material assignment at run-time if the loaded stream format doesn't support the required vertex format?
  2. Skeletal animation in Assimp

    I found this post had some useful information I couldn't find anywhere else: http://gamedev.stackexchange.com/questions/26382/i-cant-figure-out-how-to-animate-my-loaded-model-with-assimp/26442#26442
  3. I have found this article on gl buffer transfer provides a really good foundation for memory management in gpu drivers from the perspective of an application programmer. The textbook it's from is definitely a bit old (2012 I think), but it may still be relevant.
  4. I was watching my girlfriend play the Sims 3 and the specular reflections on the fridge caught my eye. The shiny material appears to have diffuse interreflection from the rest of the room. I had her change the wallpaper a few times and the reflection certainly changes- leading me to believe its not baked in. Here are a few screenshots of said fridge. It might be a really simple or well known technique, but I am curious how this is done? I did notice that it will take a few frames for the fridges to respond to environment changes, my guess is some sort of realtime light probe at the fridges location?
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