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About LifeArtist

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    3D Artist
    Artificial Intelligence
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  1. LifeArtist

    Handle Debug Draws

    Thank you! Good to hear That make sense. I have also in mind to then create another array which contains each timestamp (current delta time sum) and another array for each duration. So each frame I would then iterate over those 3 arrays (one for loop) and check whether a line can be deleted or not. Just wanted to tell That's a good point I never thought of! I will definitely decouple it.
  2. Good Evening, I want to make a 2D game which involves displaying some debug information. Especially for collision, enemy sights and so on ... First of I was thinking about all those shapes which I need will need for debugging purposes: circles, rectangles, lines, polygons. I am really stucked right now because of the fundamental question: Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit. If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on. In addition to that I am planning to use some sort of ECS based architecture. So the other question would be: Should I treat those debug objects as entities/components? For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line? Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component? Regards, LifeArtist
  3.   . I rendered with maya + vray. Afterwards I created this blur effect in photoshop (I dont want to increase my render time ;) )
  4. Thank you .I have used b2m. Inside b2m I then loaded my custom heightmap combined it with the generated height map from b2m.
  5. Thanks for all of your advices. Now I have used a program for creating all of my maps, and refining the height map inside of photoshop.
  6. Gosh o.o" ... Very time consuming and boring. After I have found some freetime, I have started moddeling on my texture ... So far:
  7. Thank you both. I think I will try to do it like kburkhart84's suggested it. I will post my result :D In a few days ...
  8. Good evening   Everytime I was on a trip or on holiday I have created some pictures, which I than used for texture creation.   But I still have to create a ao, height, and maybe some other maps. The normal map would I create with a program. But how can I create a good height map ? I though about somehow to model them. Any Ideas ?   Or did anyone did this before ?      Regards
  9. I thought over my implementation and I came finnaly to a better solution without a geometry shader :)   My circle have a direction vector. I hope this graphic is understandable:   So now I'am calculating on the CPU. And just uploading 2 points for one plot to the predefined fixed size buffer.   But there is now one problem. I have a LineRenderer class which basically communicats with opengl. And a Line class, which represents a Line in the scene. But where should I have to put my calculated Points aka addPoint(Line class) method. The addPoint(LineRenderer class) method should be inside LineRenderer because I am communicate with opengl in there: using  gl.glBufferSubData(gl.GL_ARRAY_BUFFER, point._data.nbytes*self._pointCount, point._data.nbytes, point._data) for uploading the new calculated points.     But I dont want to call addPoint(LineRenderer class) outside of Line class. Thats why I calculate the 2 points inside addPoint(Line class) and then add those to points with addPoint(LineRenderer) to the LineRenderer.
  10. Hey,   currently I'am trying to rebuild CurveFever with opengl and python.   What I already have:   I'am using a geometry shader to recalculate my lines_adjacency lines into triangle strips. I am calculating the linethickness and the miter of the edges inside the geometry shader.   Problem Nr. 1 This gives me that issue, you can see in the Image. But to fix this, I think I have to know the last recalculated points.   Problem Nr. 2 To solve Problem Nr. 1 I thought about to calculate the points on the cpu, because I have to use them for the collission detection anyway.    So my question is should I make a list, then doing my calculations and append those new points to my list and then upload the entire list to the gpu for rendering?   Or should fix somehow Problem Nr.1 so I will get a smooth line and then a list adding points with calclulation etc. and just use them for collision detection. But then I have 2 sepperate calculations: GPU and CPU.
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