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About mankut

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  1. Shadowmapping a big scene

    I am using gluperspective for the projection matrix of the light so I am guessing it is directional?
  2. I am trying to shadowmap a large terrain, I position my light that it is always at the position of the player and looking at the player, the problem is that the shadows now move with the player creating a weird effect where it looks like the shadows are floating above the surface, I tried to just set the light at a fixed location which solved my issue however when the player walks out of this light there is no more shadow, I do not think I can fit the entire terrain onto the shadowmap because the terrain is so large, so how I am supposed to solve this? How do I make the shadowmap only follow the player without the shadows themselves moving with the camera?
  3. I am a bit out of date with the latest graphics techniques, say if I was using OpenGL compatability 4.1 context and I wanted to add an SSAO effect, I would need the scene depth written into a texture and the scene colors written into a texture, I am using an FBO for this. The thing is I already have 16x FSAA on my main window so I should disable that and enable FSAA on my framebuffer instead? like this?   Render to FBO1 (AA enabled on it) -> switch to default backbuffer and draw fullscreen quad with my effect using texture from FBO1?   Is this the correct way to make anti aliasing work the same way as on my main window without any FBO?
  4. Hi all,   I am a C++ programmer of 6 years and I worked in a company who worked on lobby based multiplayer games before, so I am not a total noob. Me and my coworker want to create a simple mobile mmo which has 3D rendering, point and click walking, combat and trading.   We pretty much know we are going with RakNet for our networking but we are unsure how to best design the actual system.   The mobile can only render so much players on the screen so we would have to limit each map to like 1-50 players? Would a channel based system be appropriate to sort this? For example as users join a map and it overflows past 50, the 51st player would be transferred to channel 2 which is an exact copy of the previous map. Am I thinking on the right lines here? if anyone has worked on something like this I would love to hear your ideas, if this was a desktop MMO the whole process would be much simpler since the client could render much more and the network is much more reliable (not wireless).   Say the game gets popular since we want to release the client for free and use microtransactions as a revenue source, if 5000 players suddenly join we need to think in advance what is going to happen, ofcourse we do plan shards and keeping max players on a server to 1000-1500 anyway.