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About IndieGuyy

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  1. Thanks! I just figured this out, kind of like a light bulb went off over my head! I think what ill do is do a z-prepass, and then do instance rendering for all objects(even if 1) and see how this works out for me.
  2. How would you use a depth prepass? I understand the concept, but while using it as input what are you checking? And do you just discard the pixel if the depth != current depth? Derp. Okay. I can do an early z and then set the depth stencil desc to only write out when depth == the same, right? But, cant there be some issues with this?
  3. I am curious about this subject because I am getting to the point where I will be refactoring the rendering of my engine soon. I have searched the internet for how to order the draw calls and this answer came: However, shouldn't I be instancing all my meshes even if there is only 1 of them? And since we are instancing the meshes, doesnt that mean we are going to overdraw the pixel shader? What is the solution? Overdraw if there is > 5 meshes of the same type on the scene, or only instance in batches while keeping render order 100%. Seems like there might be some net positive for rendering out of order vs rendering in order, even if we suffer overdraw. P.S. Okay, profile it. I get it. I do. I just want to know what is usually done. Thanks!
  4. IndieGuyy

    How can I move a hero along the floor mesh?

    Okay great! Actually I was assuming the raycast was starting from camera position (because I was thinking about Full Screen Quad Ray Marching). One silly question for you... In a nutshell I basically would be converting screen clicks into 3D Space, but exactly how do find the triangle i clicked, and most importantly the position i clicked within the triangle face?
  5. IndieGuyy

    How can I move a hero along the floor mesh?

    Your right, I should profile it before making early judgments, but at the same time I have to watch out going down a path of refactors. I am only assuming because there could be 20-30-40 different units in the same scene all animated. I am trying to accomplish this type of system without actually doing a raycast, and trying to keep everything as 2D math. I was thinking I could precalculate a tilemap(based on some floor mesh) for the entire level and store height for a x,y lookup and interpolate between tiles. But this quickly runs into issues because the floor mesh that this tilemap is based on doesnt really guarantee the tilemap is proportional(same triangle face sizes), unless its built that way, which could be meticulous... Ill figure something out, thank you for the ideas and tips.
  6. IndieGuyy

    How can I move a hero along the floor mesh?

    Using barycentric interpolation is great, but I think it is a bit slow if I had to do this test for each movable unit in the area, right? So what are alternatives that use precalculated data?
  7. IndieGuyy

    How can I move a hero along the floor mesh?

    Okay! Great, but how do I make my hero stick to the floor mesh? Is it the same concept?
  8. IndieGuyy

    How can I move a hero along the floor mesh? Okay! And for moving a character along a surface, I would basically just find this P point and then from there generate some triangle based on this to test the BV correctly and move my Hero/Mesh accordingly per frame... in a nutshell. Is there some technical term for this process so I can read about the various ways this can be done?
  9. IndieGuyy

    How can I move a hero along the floor mesh?

    Thank you! I did not know what it was called. I can finally start reading about it. 🙂 Actually, Im not really seeing the Math behind how to move a character along the surface .... I want the pure math on how to make my Bounding Volume intersect the mesh as tight as possible while moving in a direction.
  10. I am sure this question has showed up from time to time, but I can not find any information about this. I am creating a Game/Rendering Engine and do not want to use Physics in my 3D Game(not yet anyway), and I want to learn and implement moving a character along a quad floor mesh. I understand this involves a Bounding Volume and Hit Detection, but I am unsure how to test different locations of the quad mesh and how to smoothly move over rugged terrain because the floor mesh is not always smooth, it could be jagged with sharp angles(stairs). I have come up with alternatives that use a TileMap approach and stores the height(average) for each section of the quad floor mesh, but I would rather use this simple mesh in real time for better accuracy. Maybe this requires a Ray Cast to know the X,Y,Z of the triangle face in world space, but I am a big confused how I would use this to test collision? Id like to know alternatives, especially ones used for Servers(for speed). Thank you and sorry if there is some other thread about this.
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