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Zervoxe

Member Since 28 Aug 2009
Offline Last Active Today, 04:11 PM

Posts I've Made

In Topic: How should shooter crosshairs be sized?

17 April 2017 - 04:48 PM

you use in-game units to calculate bulletspread, using screen would mean you are firing from your eyes instead of the gun. crosshair is just a representation of where the player is aiming, where size of crosshair doesn't affect the spread, it just shows/scales from your accuracy based on values from the gun's current values

there is tons of tutorials regarding this matter and I think even if it is a different language and engine you should be able to learn from  them. :)


In Topic: Render cubemap to another cubemap with transparancy?

06 January 2017 - 02:04 AM

http://support.lenovo.com/no/en/products/Laptops-and-netbooks/Flex-Series/Flex-10-Notebook-Lenovo?tabName=Downloads&linkTrack=Mast:SubNav:Support:Drivers%20and%20Software|Drivers%20and%20Software&beta=false

I see there are Bios updates available(try specifically the 64bit one)(strictly speaking the Bios lacks something).

 

https://forums.lenovo.com/t5/forums/v3_1/forumtopicpage/board-id/Special_Interest_Linux/thread-id/6206/page/4


In Topic: Render cubemap to another cubemap with transparancy?

04 January 2017 - 12:32 PM

No such thing as 32bit mobo.

Depending on the install medium this might have something to do with it, lack of proper drivers.


In Topic: Render cubemap to another cubemap with transparancy?

03 January 2017 - 05:15 AM

https://www.community.arm.com/graphics/b/blog/posts/dynamic-soft-shadows-based-on-local-cubemap

https://www.assetstore.unity3d.com/en/#!/content/61640

 

I am curious if this is somewhat related.


In Topic: Worlds within worlds!

02 January 2017 - 07:21 PM

I assume you know there is quite a bit of a difference between portals like in the games like Portal and Prey, and Portal Rendering system which is used for a quite different purpose? This does not exclude one from the other to be combined.(or as you rather grossly(I use grossly because I can't think of any scene management system which doesn't allow for this to happen) described it worlds within worlds).