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Some recent topics started on our forums |
Mobile phone 3d game
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This is a Java mobile phone game reminiscent of a nice little game from Sega with monkeys in it. While it's graphically not too impressive (remember, it's for cell phones) it might still be interesting for people who are into mobile phone programming... |
Posted October 19, 2005 10:59:42 AM
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Quake3 source released
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get it here:
http://www.3dgamers.com/news/more/1096482562/
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Posted August 20, 2005 6:40:08 AM
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Is M3G on SonyEricsson/Siemens usable at all?
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Seems like a lot of vendors have started to support 3D APIs in their latest models. So I happily tested the great new 3D world on mobile phones just to very quickly notice some things:
- The SonyEricsson 3d sample looks consist of nothing mor... |
Posted November 22, 2004 11:35:05 AM
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Projective texturing and render to texture problem
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What I’m trying to do is render the current scene 1:1 into a texture and then project this texture onto a water plane (the next step would be mirroring the camera but I’m not there yet).
Problem is, I just can’t figure out... |
Posted February 16, 2004 5:35:49 AM
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Capping of stencil buffer shadow volumes
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I’m currently trying to implement John Carmack style stencil buffer shadows (also known as the z-fail method) and have come to the point where i have to cap them.
The problem is, for doing so i guess i have to triangulate the silhouette. Bu... |
Posted May 11, 2002 4:55:49 PM
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Some recent replies made on our forums |
Extended PSM (research paper, demo, code)
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Wow, I've only checked out the demo but that looks REALLY great. Especially the long stretched shadows with the light source being very low at the start of the demo. Could this be the holy grail of shadow mapping?
Just one small question... |
Posted August 12, 2007 6:47:13 AM
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Variable FPS, any gotchas?
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Doing engine (physics?) in constant intervals sounds fine to me, but wondering if it's necessary to cap the max framerate on a 3d mobile phone game is, a bit naive? If you achieve smooth framerates on a wide range of devices currently out t... |
Posted June 22, 2007 6:09:40 AM
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Fio: a Fallout-alike Isometric Engine
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Quote:Original post by Omega147
Quote:Original post by al_lea
For i dont have a decent map editor now, it's much easier to convert a fallout2's map to Fio's map format(just to exercise the engine) and reuse Fallout2's graphic files(.frm). And scrip... |
Posted January 28, 2007 7:38:25 AM
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grass rendering
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There's an article in GPU Gems 1 about rendering grass which I think describes the most commonly used technique. You can see an implementation of it in the Codecreatures Benchmark (should be downloadable for free).
I guess nvidia uses the same ef... |
Posted May 31, 2006 9:17:41 AM
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Biops 2 (FPS)
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How picky people suddenly are, weapon model needs more polies? I'm not sure if the assault rifle in Halo 1 had more polies (reminds me a bit of that one), looks ok to me.
Actually I like this screenshot much more then most of the FPS engine s... |
Posted May 29, 2006 3:26:25 PM
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Terrain too rough
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Hippokrates, I once had exactly the same problem as you. Stairs in all my hills. What did I do to get rid of them?
Just like some other people already suggested: use 16bit heightmaps!
I tried smoothing in the renderer first but this never w... |
Posted April 1, 2006 5:17:26 AM
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Deferred Lighting
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Do you mean deferred rendering or just realtime lighting? Because deferred rendering is more then just another lighting model. Realtime lighting with stencil shadows or shadow maps doesn't require a deferred renderer. Regardless of what you mean I gu... |
Posted January 8, 2006 9:58:09 AM
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GPRS
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Quote:Original post by Boruki
Unfortunately, as the title might have shown, this is a C++ server applet with a Java based client on a mobile phone/pda trying to connect to it.
I know. That's exactly what I described.
Maybe you have been... |
Posted November 23, 2005 5:44:20 AM
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GPRS
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Quote:Original post by Boruki
Quote:Original post by kooktroop
If you know how too acount for the difference in 'endianness' then keep developing the server i C++ (its not that hard).
I don't suppose anyone can point me towards somewhere I can l... |
Posted November 18, 2005 5:23:08 AM
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GPRS
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Well, the real time multiplayer J2ME games I'm aware of all require UMTS phones. On 3G GPRS networks you generally only have turn based games (with a latency of 1500ms and more).
But maybe technology in this area has moved on and I'm... |
Posted November 12, 2005 7:34:34 AM
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