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There's two things I'm working on. First is an editor tool for creating landscapes. It's meant to generate, edit and export meshes and textures for use in a game I'm making. I'm currently figuring out how to do proper LOD for terrains. The next one I will post so you can mock me. It's a deck building helper app for my son who really loves his Yu-Gi-Oh.
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# ¿ May 6, 2008 15:22 |
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# ¿ Apr 27, 2024 20:03 |
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Nuke Mexico posted:Out of curiosity, are you using any sort of UI toolkit for the terrain editor app, or is that just all stuff you did on your own? That's all my own UI library and texture. It's still inefficient in dealing with text, but I think that's mostly DirectX's fault
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# ¿ May 6, 2008 15:45 |
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Paradoxish posted:If you're using ID3DXFont it's going to be slow and there's just no way around it. I spent a while working on my own XML/Lua scriptable UI system for a game project that I'm working on and after a while I came to the conclusion that ID3DXFont was just far too slow to be usable for anything text-heavy. I ended up writing my own simple bitmap font renderer that uses FreeType to generate glyphs and the improvement is absolutely ridiculous. I got something like a 20x decrease in frametime when displaying large amounts of text. Ya I'm using ID3DXFont mostly because I'm lazy. The biggest benefit of it is that it does word wrapping and clipping for me without me caring about font metrics, but it prevents me from firing out the entire UI in a single call, because I have to stop and make seperate calls to font->DrawText().
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# ¿ May 16, 2008 15:38 |
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I spent most of the day working on an algorithm that grows trees procedurally for an upcoming game. You can't see the growth in action, but the results are looking sweet. Now if only I can do decent leaves.
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# ¿ Oct 14, 2010 07:35 |
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PnP Bios posted:
Are you actually writing Doom in TK??? I thought Tk died over a decade ago. Wow. Edit: Well a quick google shows that OpenTK is not the same as the old TK/Windowing shell used with TCL. That would have been craziness! Madox fucked around with this message at 15:28 on Oct 18, 2010 |
# ¿ Oct 18, 2010 15:22 |
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I posted about working on a tree algorithm a while ago and as of last week I moved on to other parts of terrain generation, so here is a video of the results of the tree experiment. http://www.youtube.com/watch?v=3TZM8gFPjlY The growth is vastly sped up in the video compared to how it will be in my game.
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# ¿ Oct 25, 2010 17:05 |
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Surface posted:This is cool. I didn't see your original post, what language/technologies are you using? I'm using C# and XNA, cross compiling for XBox. It's strictly DX9 and 3.0 shaders since that is what the XBox supports. Coming from C++ I thought I would really hate XNA but actually, I like it.
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# ¿ Oct 26, 2010 04:00 |
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clockwork automaton posted:Of course it was coded in D Wow this is great - I never heard of D before but I'll be investigating it tonight. Being able to load C/C++ libraries is pretty useful.
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# ¿ Oct 26, 2010 04:13 |
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I've been slowly (still) working on my XBox game, which means writing a bunch of standalone demos to work out various game components. I've recently gone back to my tree growing demo and added the ability to harvest branches as a resource. I think it turned out pretty awesome! http://www.youtube.com/watch?v=D1h-DFGHPes
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# ¿ Jan 12, 2011 06:33 |
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I've been working on a small WindowsPhone game that has augmented reality elements in it. There are a number of enemies orbiting around you and you have to look around using the phone's camera to find and shoot them. This past weekend, it's finally up in the WindowsPhone Marketplace, so check it out if you can. You don't need to buy it - the trial version is the exact same as the paid version (the paid version is there for those that like to support me). http://www.windowsphone.com/en-CA/apps/7a36c3c8-5338-4c56-b399-38f7e655fdc5
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# ¿ Jul 3, 2012 17:38 |
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Nition posted:I started making a Doodle Jump clone as a way to learn Unity, but it somehow turned into this: Hah funny seeing you here - someone showed me that video recently. Really good job. Are you using some kind of toon shader? I really like the look and feel in the video. For my own project, I started trying to figure out how to add flowing water to my terrain renderer. I'm trying to use algorithm from the ShaderX7 book but its all openGL and I use XNA, so for now I'm using something off the top of my head. Video can be seen here https://www.youtube.com/watch?v=5v8KfR5-hI0
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# ¿ Aug 22, 2012 16:53 |
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# ¿ Apr 27, 2024 20:03 |
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PDP-1 posted:Cool stuff! Are you keeping two vertex buffers around for the water and land sections? Is that rectangular edge in the video just the edge of your water simulation space or is there some other effect going on? Yours looks pretty good to me. Is the frame rate of updates as fast as it can be, or did you set it at that rate? The method of picking up sand and dropping it off is the same as I read in ShaderX - the paper is here - but currently I am only working on water flows and not erosion. I use the same vertex buffer for water and land - its just a flat grid mesh. The water and land have their own heightmaps. The edge in the video is because the world is rendered in chunks and water doesn't cross over from one chunk to another. I'm not sure how to handle that, really. It seems like I need to copy data to each heightmap each frame which will suck.
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# ¿ Aug 24, 2012 02:58 |