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Some recent topics started on our forums |
Terrain rendering using 3D-tiles
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Me and my artist friend wanted to develop an RTS game. The first thig to implement was a basic level editor supporting heightmaps, texturing... and we
also wanted to add 3D-tile support. To do this I came up with my own technique inspired by the... |
Posted August 10, 2010 10:49:34 PM
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Screen Space Combat
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Screen Space Combat is a complete 2 player game inspired by the great game Super Stardust HD. The development team consists of two developers, one programmer and one artist.
Gameplay mechanics: Player1 controls the main spaceship that or... |
Posted December 8, 2008 3:00:49 AM
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School Project: Century Combat
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Hello everyone!
Century Combat is a project developed at Blekinge Institute of Technology (Ronneby). The task was to develop a clone of Battlefield 1942 with some delimitations, of course. The graphics engine (D3D9) and the physics engine (verlets... |
Posted May 30, 2007 11:18:18 PM
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Terrain rendering
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Hello everyone :)
I have searched for some terrain demos for days now, but I can't find any at all, that are developed using d3d9! I looked at this one, http://www.gamedev.net/columns/hardcore/geomorph/default.asp. Really good article and I t... |
Posted September 27, 2006 6:38:26 PM
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Hovercraft Chaos
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Hi all!
I just wanted to post some shots from our little project. We were a few students from Blekinge Institute of Technology working on this one for about 7 weeks. We're happy because we managed to develop a complete game, with 5 diffe... |
Posted May 26, 2006 12:04:54 AM
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IA-32 Assembly and windows?
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Hello all!
In school we are going to implement a nibbles game in IA-32 assembler. The lecturer instructed us how to code and compile in UNIX, but i want to develop in windows. I know it should probably be the same thing, but i don't know that's wh... |
Posted September 13, 2006 3:08:39 PM
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View All Topics Started By This User
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Some recent replies made on our forums |
Terrain rendering using 3D-tiles
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The PDF-url is updated! Sorry for the delay.
Quote:Original post by Xeile
I read that you calculate your SSAO component using a compute shader, what can you tell about the performance if you would compare it to calculating it with a pixel shader?... |
Posted August 18, 2010 9:55:42 AM
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A Simple and Practical Approach to SSAO
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Nice work! I implemented the technique using Compute Shader 4.0.
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Posted May 29, 2010 1:00:34 PM
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DX9: Rendering 2D text above 3D objects
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Sample funcion to get 2d screen coords from a 3d position with ability to offset the 3d position. some of the identifiers have to be set by you; WORLD_POSITION, SCREEN_WIDTH and SCREEN_HEIGHT. I put it like this to be able to use the function in clas... |
Posted December 17, 2008 7:11:20 AM
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Screen Space Combat
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Quote:Original post by Guthur
Inspirational, Kudos.
I especially like the fact that 2 players playing cooperatively is a core game mechanic; it is something i've been trying to work into my own ideas.
Actually really want to play this one... |
Posted December 11, 2008 10:57:34 AM
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LHCoord sys and RHCord sys
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You find some useful information here, http://msdn.microsoft.com/en-us/library/bb204853.aspx
Good luck! |
Posted December 10, 2008 10:00:57 AM
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How to integrate Effect/Shader compiler in Visual Studio
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Great article! I think it's a really good thing to have the compilation process done like this.
I've always just used the Nvidia build rule-file for this. In their SDK examples there is a complete rule file that can be used as well.
From now ... |
Posted December 10, 2008 9:57:37 AM
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Screen Space Combat
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Quote:Original post by Tom
I second the fantastic art style. Could you describe the mechanics for us? If it plays as good as it looks, I'd likely be willing to buy a copy.
Hi and thanks for your kind comment! I've updated the first post wi... |
Posted December 8, 2008 4:33:35 PM
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Screen Space Combat
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Thank you all for kind comments!
The game is not inpired by Mario Galaxy what I know of :-)
Quote:Original post by ndatxcod
Forgot an important piece of info, how long it took from start to finish?
Sorry, I've updated the first post with de... |
Posted December 8, 2008 11:24:05 AM
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C++ and Vector/Iterator Question
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try change to
if ((*i).id == id)
{
(*i).count++;
}
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Posted September 17, 2008 3:03:34 AM
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FPS Weapon Clipping
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short, try render using zenable = false or take advantage of stencil buffer and render the weapon first
[Edited by - swecoder on February 22, 2008 9:45:31 AM] |
Posted February 22, 2008 5:45:01 AM
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