Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Everything posted by Rudis

  1. In this book I have called "Game Engine Architecture: Second Edition" by Jason Gregory (lead programmer working at Naughty Dog Inc.) the author states that 3-dimensional overlays such as a dynamic main menu in a game is often rendered using orthographic projections or via a projection via the regular perspective of a camera system, with the geometry positioned in view, which the camera follows around. ? How exactly can I do this? Does this require 3rd party software/scripting? I'm using Unreal Engine 4 and maybe it can already do this, but I dunno how. I really would like a dynamic main menu but I don't know how to implement it. Any help is welcome :)
  2. Yes I meant rendering 3D meshes with orthographic camera. Thanks for telling me how it's done! :)
  3. It doesn't mention anything about creating a dynamic/orthographic main menu tho..
  4. Yeah, the search function I found was quite useless. I did browse the list of articles and find some stuff. Thanks for the great resources on SIMD math and Grassmann Algebra and Pseudo-Vectors.
  5. Hello all, I was wondering is there were any good modern resources, in the form of online PDF documents, videos, powerpoints etc. or books that I could use to learn advanced game-based stuff such as:   - Pseudo vectors - Grassmann algebra - Quaternions (and dual quaternions) - SIMD vectors   Also, any additional stuff relating to these topics. Currently I am interested in purchasing Jason Gregory's "Game Engine Architecture: Second Edition" that talks about these things but I'm wondering if there are any resources I can use to complement this text.
  6. Already got that in my list of resources, but thanks!
  7. Hello all, I was wondering is there were any good modern resources, in the form of online PDF documents, videos, powerpoints etc. or books that I could use to learn about physically based BDRF models in relation to techniques such as:   - Cook-Torrance microfacet BDRF for specular surfaces - Lazarof's visibility model - Anisotropic specular - Lambertian diffuse - Shirley's Fresnel term - Penner and Borshukov's sub-surface scattering model for skin
  8. I couldn't find any info here on Grassmann algebra, SIMD Vectors and Pseudo Vectors. Any resources you know of that go in-depth on these topics in relation to 3D Rendering/Programming?
  9. Added to my list of resources Thanks! Now I have like 9 word document pages full of resources so far and ever expanding!
  10. Hello all, I am interested in using Perforce as a form of source control for the project that I'm working on that is in very early stages. I've been trying to get some form of source control working so that I can get something working with the (very few) people I have at the moment that are working together with me on the project. However, I'm having a lot of issues setting it up so I basically gave up a few months ago. Can anyone give me a step-by-step guide to downloading and setting up Perforce?
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!