reinder

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About reinder

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  1. Niño, a (free) game for iPhone and iPad

    And we have created a trailer. Please check it out:   https://www.youtube.com/watch?v=CUwZTvlPD3w
  2. Hi,   I've just released Niño: a free indie puzzle game for iPhone and iPad.   You are Niño, a little cloud. Your goal is simple: survive. Explore a world full of dark clouds and tornados. Avoid factories and electricity posts and use windmills to speed up. You water flowers and gain powers like lightning and invisibility. You can download the app here: https://itunes.apple.com/app/nino/id838156285   So please try it out and let me know what you think of it!    
  3. The code won't compile using gcc:     In function "int main()": 10: error: jump to label "looped" 17: error:   from here 8: error:   skips initialization of "int i"  
  4. Impressive little 2d water simulator

    [quote name='xor' timestamp='1292444726' post='4746501'] This little demo seems to be getting popular, someone just came up with a port to flash with source code. [url="http://wonderfl.net/c/yxe9"]http://wonderfl.net/c/yxe9[/url] [/quote] And I ported this (realy great demo, thanks!) to iPhone and iPad: [url="http://www.infi.nl/blog/view/id/98/Liquid_on_iPhone_and_iPad"]http://www.infi.nl/blog/view/id/98/Liquid_on_iPhone_and_iPad[/url]
  5. portal engine visibility math, alternative approaches

    'My' aproach works best with large sectors. The sector's can be non-convex (unlike descent) if you render the sectors using z-buffering which is pretty standard today :-). I think this method is a very good for 'hardware accelerated' rendering because you minimize overdraw using portals, but use just a few (static and large) vertexbuffers for the sectors.
  6. portal engine visibility math, alternative approaches

    You can also project the vertices of a portal to screen coords and calculate the bounding square. When you draw the next sector you clip the bounding squares of the portals with the bounding square of the first portal. (see http://developer.infi.nl/reinder/portalengine_large.jpg). This method is simple and works very well with 3d-acceleration (you can use scissors to clip to the bounding square), and I believe Doom III uses it. I wrote a demo using this technique (including sourcecode) you can find here: http://developer.infi.nl/index.php?ID=5
  7. Doom 3 .map question

    the .proc files contains the 'level' data (sectors and portals) and some pregenerated shadow volumes. The .cm file is used for collision detection. The level is rendered using a portal-based visibility algorithm. I wrote some demo's reading the .proc and .cm files, which you can download here: http://developer.infi.nl/index.php?ID=5 (source code included)
  8. Whoah! 6 GMail invites!

    hmm, is there someone who want to invite me (please..)?? reinder _at_ infi.nl