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moe

Member Since 23 Sep 2004
Offline Last Active Oct 01 2012 10:25 AM
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Posts I've Made

In Topic: New Ideas in Raytracing

01 October 2012 - 10:25 AM

Funny, just yesterday I checked out the new generation of Nvidia gfx cards (kepler) and they were talking about how good they are for raytracing.
E.g. this:


DACRT does indeed look interesting. I wonder how well this would work with sorting algorithms other than quicksort. A while back I was playing with an idea to use radix sort to build a hirarchical structure that can be used for raytracing. E.g. a point in space would fit into some space in an octree. Instead of using the x,y,z coordinates of the pixel, you could store the node indices and then sort them to get an optimised structure to use with OpenCL. This way you would be able to have moving objects in a scene since they can arbitrarily change their location bevore beeing sorted. But in the end... who has the time... I had to put the porject to rest :(

In Topic: New Space Game

21 September 2012 - 01:42 PM

Somebody doesn't get the point :)
Look, your porject is cool but for what you present you should stick to the youtube channel. Or better yet make your own webpage where you present your project.
What Reedbeta was trying to say is, that

Quote

im working out the functions for the transition between the planet scene and space scene in multiplayer
Is not a technical insight about which people can have a discussion.

Anyway, keep up the work and maybe consider an announcement when your project is finnished.

Btw. It would be interesting to know how you worked out the transition between planet scene and space scene instead of just knowing that you work on it.

In Topic: Currently Which game you are Playing

21 September 2012 - 01:36 PM

Same game I have been playing for the past 16 years... QuakeWorld :P

In Topic: Pixel motion blur artifact...

13 September 2012 - 03:14 PM

Personally I don't like motion blur in games. It makes it just harder to recognize what's going on. It's ok in cinematics though as it can create a specific atmosphere and set the tone of a game. The same goes for depth of field. I think you tend to look at something out of focus and just keep wondering what it might be instead of playing the game. It makes you miss details that you as a player might find interesting.

I like that you want to let the user decide if he want's motion blur or not. Though, it might be a bit of a pitty if you do all the work and the user just turnes it of :)
None the less these are the things that leave the user with an impression that you care for him (since you give him the choice) which can go a long way.

In Topic: Panning and Zooming

09 August 2012 - 02:07 PM

It reads a bit as though you missunderstand the problem behind what you want to do. Or... I don't get what you mean :)

camOrg += camDir*Delta; reads as if you move the camera foreward. This is not the same as zooming. I would say that for zooming you would typically adjust the projection matrix rather than moving the camera. This means that while zooming your camera stays in one place. Therefore if your mouse position is not exactly along the center you can not zoom and keep the mouse in relative distance to the center of your screen. When you zoom, everything will move towards the outer egdes of your screen (exept the exact center). Think of a sniper in a FPS. You don't have to move the player while you zoom in with the scope. You could reorient the camera to the point that you click and then zoom in.

As for the panning there is also a problem with your idea. Panning is essentialy a rotation around the up vector. You could make a 360 Degree rotation. It is impossible to keep the mouse click in possition while rotating like that. Maybe you need to be more specific about what you try to achieve.