Search found 94 matches
- Mon Jul 26, 2010 8:09 am
- Forum: Advanced Help
- Topic: Making a "cartoon" shader work?(ASM ps.1.1)
- Replies: 4
- Views: 988
Making a "cartoon" shader work?(ASM ps.1.1)
Hi. I was experimenting with various (really old) ps1.1 ASM shaders I found on this website http://www.talula.demon.co.uk/postprocessing/postprocessing.html. This is not a standard "toon shader", the effect you obtain is similar to GIMP/Pthotoshop's "Cartoon" filter (it is applie...
- Fri Jul 23, 2010 9:04 am
- Forum: Off-topic
- Topic: Elitism and Merit in the game development industry
- Replies: 11
- Views: 1316
Elitism and Merit in the game development industry
It is not my intention to beat a dead horse in this post. As most of you know, the game development industry is considered one of the more unpredictable as far as getting into it is concerned. I'm not going to enumerate the if and whys here since it all boils down to two factors, namely: MONEY and L...
- Tue Jul 06, 2010 8:30 am
- Forum: Off-topic
- Topic: Autobanning and forums
- Replies: 3
- Views: 704
- Tue Jul 06, 2010 8:27 am
- Forum: Off-topic
- Topic: Things to learn over the summer?
- Replies: 15
- Views: 1985
I'm guessing you want to major in CS or another engineering-related discipline after finishing high-school, no? So since you asked here's a bit advice: Get your math up to snuff. You don't have to have Olympic-level knowledge, but you should be able to solve jut about any exercise ( including those ...
- Fri Jul 02, 2010 12:56 pm
- Forum: Off-topic
- Topic: Autobanning and forums
- Replies: 3
- Views: 704
Autobanning and forums
I'm just ranting. sorry for using the forum's bandwidth and storage space. A few hours ago I got a 14 day auto-ban (second most severe) on a gamer forum, for providing directions on how to "unstick" a certain game at a certain point - answered a question by someone just because (reasons st...
- Fri Jul 02, 2010 12:39 pm
- Forum: Off-topic
- Topic: How can I simulate off-road physics W/O a physics engine
- Replies: 8
- Views: 1131
Sorry for not answering sooner. I did notice you said irrODE , as I was stating irrODE ( ODE ) has a very bad default vehicle. I would need to write advanced constraints for it just to keep it from flipping over too often. Since I'm VERY bad at college level math (I'm a CS student and have a s***loa...
- Fri Jun 25, 2010 11:01 am
- Forum: Off-topic
- Topic: How can I simulate off-road physics W/O a physics engine
- Replies: 8
- Views: 1131
@slavik262: I can't use a physics engine for this one, because the vehicle (not a race car) is not exactly supposed to flip over (Standard ray-cast cars flip over A LOT). Writing the necessary motion constraints for this task (any examples here ?) is a much harder/time consuming task (Bullet is a bi...
- Thu Jun 24, 2010 7:01 am
- Forum: Off-topic
- Topic: How can I simulate off-road physics W/O a physics engine
- Replies: 8
- Views: 1131
@ACE247, slavik262: Because a physics engine requires an extra layer of integration, and, for this particular game I don't want to recode the collision for EVERYTHING ELSE apart from the vehicle? :D @BlindSide: That part, I already coded. The rotation is dependent on the steer angle, and it adjusts ...
- Wed Jun 23, 2010 5:55 pm
- Forum: Off-topic
- Topic: How can I simulate off-road physics W/O a physics engine
- Replies: 8
- Views: 1131
How can I simulate off-road physics W/O a physics engine
Nothing realistic mind you, I'd actually prefer for it to be "arcadish". I'm currently looking at using 4 ellipsoids w collision for wheel force modeling and 4 springs attached to a plane. But I can't get around applying the forces on the springs properly. Any ideas or articles I could read?
- Wed Jun 16, 2010 12:18 pm
- Forum: Beginners Help
- Topic: Can a shader be applied to a RTT ?
- Replies: 2
- Views: 363
You can't render to an RTT that you are using. That's why you must use 2 RTTs and swap between them when you do the horizontal and the vertical pass and then render the final output. OK... that was dumb of me but I had no effing ideea... seriously. Thanks. Also you are only setting a vertex shader ...
- Wed Jun 16, 2010 10:53 am
- Forum: Beginners Help
- Topic: Can a shader be applied to a RTT ?
- Replies: 2
- Views: 363
Can a shader be applied to a RTT ?
For a certain project I'm making I wanted to have hardware accelerated blurring (and other effects) using shaders. I have an ITexture *Bitmap::Surface. The problem is that the texture gets drawn but not it's blurred. hblurpass, vblurpass are classes with a render() method that renders a quad. hblurp...
- Thu Jun 03, 2010 4:59 pm
- Forum: Code Snippets
- Topic: Convert any IImage to A8R8G8B8
- Replies: 8
- Views: 2186
- Thu May 20, 2010 6:46 am
- Forum: Beginners Help
- Topic: Easy physics usage
- Replies: 15
- Views: 1430
- Wed May 19, 2010 7:18 pm
- Forum: Beginners Help
- Topic: Easy physics usage
- Replies: 15
- Views: 1430
3) You can get it from the bbox, but please keep in mind that you need to account for the largest extent of your model's bbox (hint: it changes with animation). You should probably look into making your own file format for storing extra info about the models used in your game at some point if you're...
- Wed May 19, 2010 5:18 pm
- Forum: Beginners Help
- Topic: Easy physics usage
- Replies: 15
- Views: 1430
3) you could load it from an external file, rather than getting it from the bounding box (first find the ellipsoid that best fits your model) 4) you need to modify the collisionresponseanimator As slavik262 said, you could (and should) use low-poly meshes attached to invisible scenenodes for collisi...