Advertisement Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

122 Neutral

About tamat

  • Rank
  1. tamat

    Dirt Roads

    really nice, they only thing I miss right now on those screenshots are the bushes and some dirt patches spread, and it will be perfect :)
  2. tamat

    Tech Demo Video 2010

    cockpit are always cool, do not remove them pleaseeee
  3. tamat

    ASEToBin 1.0 release

    Great! I know is not your target but are you planning to create a library or an specification to let the people include this models in their engines?
  4. tamat

    Terrain texturing explained

    What about multitexturing for smooth transitions?
  5. tamat

    IBL: Incredibly Bad Luck (tm)

    I swallowed it, like a baby swallows a gummybear. In my defense I have to say that in my country we dont celebrate April's Fool Day.
  6. tamat

    Good coop games

    One of the best Coop for me was Gears of Wars, I finished the game first in coop than in single because it was funnier. Also for XBOX360 there is Earth Defense Force 2017, where you have a whole city full of giant bugs to kill with your partner.
  7. tamat

    Great Game Soundtracks

    - The Dig - Grim Fandango - Curse of Monkey Island (Michael Land in his best) - Dungeon Siege and Morrowind (I love Jeremy Soule) - Katamari Damacy, We love Katamari and Vib Ribbon
  8. tamat

    Planetary engine, Part VIII and Motion blur

    Impressive, as always. That is the best motion blur I've seen. Have you check this post? There somebody explains the technologies used by Capcom's engine, and there is a place where they talk about Motion Blur. I think is interesting because in the screenshots the Motion Blur looks really shitty but in the game you never realize, so dont worry about how it looks in a screenshot.
  9. tamat

    calling a LUA function from C++

    Thanks a lot man. You are right. I thought that when it was compiled all the functions where put on the stack, now I see its when its executed. I've been stucked in this error for two days. Thanks again. :)
  10. tamat

    calling a LUA function from C++

    Well, its a little bit wrapped but more or less is this: L = lua_open(); // create state luaL_openlibs(L); status = luaL_loadfile(L, name); lua_getglobal(L, function_name); status = lua_pcall(L, 0, LUA_MULTRET, 0); lua_close(L); As I said I can do all the normal things, like calling the script as normal and it works perfect, so more or less everything is right. The problem is ONLY when I try to call an specific function inside the script, even if I call a external funcion registered inside LUA then it works, but not if the function is defined inside LUA.
  11. Hi: Something weird is happening with my code, I can call my scripts and they work fine, I can call C function from my script and it works but if I want to call a specific function inside my script from C++ then it throws an error. This is my LUA script: function sayhi() io.write("Hello!\n") end io.write("Bye\n") and this is my C++ code: lua_getglobal(L, "sayhi"); status = lua_pcall(L, 0, LUA_MULTRET, 0); I get the next error: -- attempt to call a nil value I'm using LUA 5.1. Does anybody knows why? Thanks in advance.
  12. tamat

    Gas giants part II

    Great work, I love it. "you probably won't be able to go deeper in a spaceship anyway:" why not? I find interesting to fight in a blind environment.
  13. tamat

    Planetary textures, website, bump maps, SDD..

    So these textures are not generate proceduraly? whats the point about having base textures instead of proceduraly generates base textures (like in 4kbs demos)? Glad to see so many new updates :)
  14. tamat

    Jpeg 2000

    Well, just check the compresion algorythms of DDS... the colors are totally wasted, if you have gradients then the result will be horrible. Maybe there is a latest DDS internal format I havent check... In the other hand, as Ysaneya said in previous post, he wants to create the mipmaps by hardware (I guess using shaders and renderToTexture, make a post when you can about that) so he dont want to store mipmaps.
  15. tamat

    Jpeg 2000

    IMHO decompressing algorythms for JPG2 will be faster with time as has happened with all other algorythms, when your game is finished probably the Jasper lib will go faster or there would be another one to replace it. And about using JPG or JPG2, well, nobody could stand the JPG artifacts, and going straight to the kind of game you are coding, textures wont come all together at the very same moment, they probably will be loaded one every few seconds or more (at events like a ship entering your area), so I dont think its a problem to have a separate thread loading and decompressing if you can save memory/bandwich and keep a nice quality. But as I say, thats just my humbre opinion.
  • 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!