Advertisement Jump to content
  • Advertisement

Michael Davidog

  • Content Count

  • Joined

  • Last visited

Community Reputation

1 Neutral

1 Follower

About Michael Davidog

  • Rank

Personal Information

  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Michael Davidog

    Collision Detection - why GJK?

    Just to make clear: 1. Gilbert–Schlesinger–Kozinec (GSK) algorithm is NOT the same thing as Havok's GSK? Maybe they found new way to use it? Looking at their 1st lvl source code I suppose Havok's GSK is an alternative to EPA. And why it was invented? Also I see GJK things among GSK. 2. Why Valve decided to implement their own GJK for HL2 instead of Havok? 3. Why did not Havok publish that GSK algorithm on SIGGRAPH or GDC or IEEE int. Conf. on Robotics and Automation? I think it's quite natural to publish new algorithms, solutions and techniques. 4. Is there anything is capable to outperform GSK?
  2. Michael Davidog

    Why some games look orange?

    Skyrim is using very poor color palette, mostly shades of gray and it looks very unrealistic. Cinematic but not realistic
  3. Michael Davidog

    Why some games look orange?

    I meant constans color tone in the screen space, not just color from dominating game instances like vegetation. Look at the sky - it doesn't contain any green, same goes to the ground and enviroment objects
  4. Michael Davidog

    Why some games look orange?

    Hi, why some games look orange/grey/brown/blue but not natural? Here some examples: gray (and shades of gray) orange/brown blue but these games look very natural
  5. Michael Davidog

    WT vs SH vs AI vs binary tree

    Can you please recommend some nice literature to this topic?
  6. Michael Davidog

    Collision Detection - why GJK?

    This is Gilbert–Schlesinger–Kozinec (GSK)? Where I can find some more info about it and some implementation example?
  7. Michael Davidog

    WT vs SH vs AI vs binary tree

    I'm trying to find the way to rule them and find the connections between them (especially by implementing). I just see conceptual intersections between WH, binary tree and AI. WH works by splitting a signal to low frequency content and high frequency content recursively, the same things is doing binary tree by splitting the data everytime we are searching something by using BST. I'm learning mathematical methods for physics and engineering so I wonder how things works. After that I would like to implement spherical harmonics lighting system or something using AI or wavelet transform. Also can you please recommend me great ultimate books to understand the underlying math of SH, WT, Russian roulette, Markov chain, etc?
  8. Michael Davidog

    WT vs SH vs AI vs binary tree

    Hi, What is the difference between wavelet transform, AI and binary tree? Basically this is the same thing? Can I implement WT and AI using binary tree data structure? WT and AI are the same data representation and processing methods? WT is AI in the field of DSP? And what is relationship between SH and WT? Thanks!
  9. Michael Davidog

    C# + AS3 + C++?

    Is it possible to replace it with something else? But again if I want to learn all things I need just go through the process with them like intern? What do you think about this road map? Maybe this is a dream but that's would be great if industry leaders will start to intensively comment their code by explaining some things with referencing to books/articles for more details and implementation. This code will be embodied in history as common and most influential. There will be a lot place for revision and improvement by community. Open standarts are the most effecient time-saving things:)
  10. Michael Davidog

    C# + AS3 + C++?

    I feel I'm generalist. Probably to make life easier, I want just to be able to make cool editor and combine all engine modules to make them interact each other in the complete and united engine, but with some kind of modularity in mind. I guess this is more general programming experience than something special like physics (and probably I will learn a lot about computer science and software development). Also according to "Game engine architecture" book boost library documentation is a place (maybe bad for beginner) to learn a lot about computer science. What do you think about it? Actually I have degree, but in mechanics not computer science. And right now I'm learning c++ and reading "Game engine architecture" book That's very smart idea! Yes, this is what I'm thinking about -- to make hardware- and API-agnostic layer on top of steam audio (or steam audio on top of API-agnostic layer?) to make cool audio system, take PAL and make physx/bullet abstraction layer, take Sony Editor and make mixture of woven together engine modules! But what knowledge I need to make framework a bit like SDL and SFML? Probably I need specific knowledge to make it. But it sounds very interesting and doable! I would like to make platform independent layer and core systems. Scene manager- this is all about scene graphs? And I'll need to integrate some kind of COLLADA? Wow! Thanks! But I'm not sure I'll understand the code. Yes! Looks like Frostbite is made up from a lot of EA and 3d party tech: Audio - SOUNDR!OT (as it's internally called by EA according to "Game engine architecture" book, but DICE stated like it's their own audio engine ); Animation - ANT + Granny; Video - idk (Movie Player?) + Bink; Physics - Havok + DICE destruction layer on top of it. So it's seems like they used a lot of modules to complete engine very fast (I will make another topic about it later and relationships with Renderware and UE3). So what DICE has made it's rendering systems, game logic and editor. Right?
  11. Michael Davidog

    C# + AS3 + C++?

    I agree. I noticed that game physics engines started to appear after 2 papers by David Baraff: 1. Analytical methods for dynamic simulation of non-penetrating rigid bodies; 2. Fast contact force computation for nonpenetrating rigid bodies; Interactive Collision Detection – By Philip Hubbard and Brian Mirtich, Impulse-based Dynamic Simulation of Rigid Body Systems. That's all are very interesting topics for me. I'm interested in everything - graphics, physics, animation, audio, editor, visual node-graph scripting (a la blueprint), networking, etc. But if I want to dig in it seriously to make physics engine I will literately spend years for that and that will still far from "nice" physics engine. And I don't know what I should to do - just use tech from Epic games, Crytek, etc or try to link some kind of engine from available 3d party components (physX/bullet, vxgi, steam audio, etc)? As Kylotan said I will start from just using other's tech right now. But I'm still interested in gathering more low-level information as foundation for future plans. So first I need to read "Eric Lengyel. Mathematics for 3D Game Programming and Computer Graphics"?
  12. Michael Davidog

    C# + AS3 + C++?

    Ok. So if I will start from first step the official engine documantation will be my first entry into game development? But what the main resource of tech and knowledge that guys at Epic games and DICE using? For example how they all figure out how to make 3d audio system? It's seems like there a very little information in the Internet and even less practical implementation in the C++. That's what makes me wonder every time.. Or maybe this is all about Bachelor/Master/PhD degree in computer science? Or maybe some cool books with code examples? Unfortunatelly, I dont' have such degree - I'm self-taught.
  13. Michael Davidog

    How to program Audio engine?

    Hello friends! I wonder how audio tech was done in game engine? According to book "Game engine archinecture" audio engine architecture is made from so called audio hardware/software “stack” (HW, Drivers, low-level API, 3d audio engine). Hardware and drivers are wrapped in a low-level API (DirectX/Vulkan/etc). 3d audio enggine is built on top of it. And I think about just to get Steam Audio or Google Resonance Sound library and make a cool audio system from it because I don't want to deal with low-level hardware-specific things (probably no one wants). But how this libraries were made? This is some kind of "tribal knowledge"? I've just searching for cool audio programming books but I don't know which to choose. Thanks!!
  14. Michael Davidog

    C# + AS3 + C++?

    Which way is most suitable and usable?
  15. Michael Davidog

    C# + AS3 + C++?

    To evolve as a programmer and engineer. To make better tech and understand how to implement particular algorithms from white paper and so on. But how Carmack, Sweeney and others did it? So their solutions and decisions they were made aren't good enough to be reimplemented by somebody else?
  • Advertisement

Important Information

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