# Xcrypt

Member Since 06 Sep 2011
Offline Last Active Dec 02 2012 05:48 PM

### Tutorials on animation

21 November 2012 - 12:05 PM

I'm planning to implement animation in my direct3d11 engine sometime soon. But I haven't found any good tutorials on the subject yet.
Where or how can I learn all about animation for game graphics - and it's optimization?

### DirectX: What are the (dis)advantages of multi-stream multi-index rendering?

20 November 2012 - 07:55 PM

What are the advantages and disadvantages of multi-stream multi-index rendering? (as is done in a d3d10 sample)
Is it often used in graphics engines? When should I bother to implement it?

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Also, I'm back guys, I've been off the forums for a while because I changed studies to pure mathematics instead of game dev because I want to do physics programming. But I still want to work on graphics as a side-skill Hai to reedbeta - thenut - rouncer - stainless - vilem otte

### how to create a shader like this?

06 June 2012 - 02:38 PM

http://www.kongregate.com/games/JGames/pwong-2?acomplete=pwong+2
How would I create a shader like the one used in there?
(The smooth colour transitions that look like some kind of plasma)

I'm guessing this might be some kind of additive blending, but can someone tell me more?

### projectile trajectory - speed needed in order to reach pf from pi, given aceleration an...

29 May 2012 - 02:57 PM

I need to figure out some way to give a projectile an initial speed in order to reach point pf, starting from point pi, with a velocity in the direction of dir.

The equation for motion is:
pf = pi + vt + .5at^2

I can solve for v:
v = (pf-pi-.5at^2)/t

I can even solve for the speed
speed*dir = (pf-pi-.5at^2)/t
speed = (pf-pi-.5at^2)/(t*dir)

but the problem is that the new equation expects a time input. Time should not matter in this equation, as I can not know from beforehand how much time the trajectory will take.
How should I solve this? and what does it mean to divide a vector by a vector (as given by the new equation)?

thanks

### Instancing + Order Independent Transparency

20 May 2012 - 01:31 PM

Is it possible?

I sort my 2D meshes so I can achieve true order independent transparency. But I want instancing too... The problem is that you basically have to draw all of your meshes that use one type of geometry at once, so I suppose by default the two cannot be combined.

Is there a way to make this work?