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  Thread: Platforms
Post: RE: Platforms

A number of other game libraries have asked the same question to their members about what new platforms to support .... etc. I am sure a proper google search should bring these posts to light. I remem...
sydbod Offtopic 50 39,648 01-09-2010, 02:34 AM
  Thread: Platforms
Post: RE: Platforms

I was under the impression that people can not just create and release game programs for X360 or PS3 systems without having to jump through some very difficult vetting procedures by Microsoft and by S...
sydbod Offtopic 50 39,648 01-05-2010, 09:31 AM
  Thread: Platforms
Post: RE: Platforms

To support Linux/Mack, that would require the use of OpenGL rather than DirectX. Would you want to do so much redevelopment of the engine? EDIT: and does PhysX work under Linux/Mack or would it requi...
sydbod Offtopic 50 39,648 01-05-2010, 02:22 AM
  Thread: Model Optimizer - Atangeo Balancer
Post: RE: Model Optimizer - Atangeo Balancer

And there I was,looking through the DirecX SDK, in the examples, to do the same sort of rendering performance optimizations that your program provides. Your solution by doing the changes on the model ...
sydbod 3D Modelling and Animation 4 6,164 12-30-2009, 10:51 AM
  Thread: Rendering Problem
Post: Re: Rendering Problem

Quote:and why do you have D.hwDepthBuffer(true); ? That must have been a moment of "BrainFade" for me ...... my apologies. The sample is looking great now. :) "float NearPlain=0.1, SplitPlain=30,Far...
sydbod Support 18 13,913 09-16-2009, 06:43 AM
  Thread: Rendering Problem
Post: Re: Rendering Problem

It looks like there are still problems. The biggest problem in a flight sim happens when there is a shallow shore line on a land mass that is viewed from a large distance. The water/land joint jumps ...
sydbod Support 18 13,913 08-29-2009, 11:25 AM
  Thread: Rendering Problem
Post: Re: Rendering Problem

Thanks for that Esenthel. I will update the library and try it out during this weekend. I am sorry to be putting you through all this trouble, and me not even a paying customer at the moment. If the ...
sydbod Support 18 13,913 08-28-2009, 03:10 PM
  Thread: Anti Aliasing Question.
Post: Re: Anti Aliasing Question.

Quote:Multi_Pass has always better quality I must be missing something here. Could you please explain. My understanding was that "RT_MULTI_PASS" was actually "Deferred Rendering". The advantages for...
sydbod Support 4 4,526 08-27-2009, 03:14 PM
  Thread: Rendering Problem
Post: Re: Rendering Problem

Thanks for that info xenno :) , that information is most interesting. I did not know could store a frame of data and use it for comparison in a following frame that way. Then again I am just starting ...
sydbod Support 18 13,913 08-21-2009, 02:05 PM
  Thread: Rendering Problem
Post: Re: Rendering Problem

Had a quick try with that procedure on the water demo program. Set the transition distance to 30 units. It appears that there are some interactions that will require some looking into.In the following...
sydbod Support 18 13,913 08-20-2009, 11:58 AM
  Thread: Rendering Problem
Post: Re: Rendering Problem

Thanks for that Esenthel :) I will have a go with it this weekend and see how things fall in place. If this works fine with the other shaders (shadow map), volumetric cloud, then a nice little mult...
sydbod Support 18 13,913 08-20-2009, 06:46 AM
  Thread: About ragdolls
Post: Re: About ragdolls

Xerios Wrote:I guess this is a "too long didn't read" case :( Not the case at all. :) I am sure many have taken note and filed your comments in the back of their minds, to be used at some later date,...
sydbod Feature Requests 3 5,524 07-25-2009, 03:49 AM
  Thread: Rendering Problem
Post: Re: Rendering Problem

Thank you for the offer to look at it. If a solution can be found under "RT_MULTI_PASS" mode rather than "RT_SINGLE_PASS", that would be much better still, as it would leave the water shader intact an...
sydbod Support 18 13,913 07-22-2009, 03:29 PM
  Thread: Rendering Problem
Post: Re: Rendering Problem

The problem is not one of creating shadows. It is all about polygon Z fighting. In an aircraft, the camera sits at the pilots eye point. The closest part of the cockpit is within about 0.1 unit (meter...
sydbod Support 18 13,913 07-22-2009, 02:21 PM
  Thread: Rendering Problem
Post: Rendering Problem

The task I am trying to achieve: In a project like a flight sim game one requires a massive spread between the near plane and far plane for the camera. (typically from 0.1 to 3000000) The Z buffer can...
sydbod Support 18 13,913 07-22-2009, 08:24 AM
  Thread: 3D skybox
Post: Re: 3D skybox

uffo Wrote:noes. those sound like normal 2d skyboxes (just textured cube/dome over the level). what I'm talking about, is real meshes which act like the skyboxes (mountains, city buildings etc.) I th...
sydbod Feature Requests 12 12,023 07-21-2009, 12:59 AM
  Thread: 3D skybox
Post: Re: 3D skybox

Here is a download of some documentation and source code for creating a skybox in another game library. <!-- m --><a class="postlink" href="http://forumfiles.thegamecreators.com/download/1592...
sydbod Feature Requests 12 12,023 07-20-2009, 03:53 PM
  Thread: State Machine + Event System?
Post: Re: State Machine + Event System?

Just remember, there is a difference between a programmer and a program creator. It is similar to the difference between a person that speaks english, and a person that creates a novel in english....a...
sydbod Support 3 4,090 07-11-2009, 01:05 PM
  Thread: GamePad TOPHAT
Post: Re: GamePad TOPHAT

Just in case the following code is of value to others in a joystick information search. Code: /***************** MODIFIED "input.cpp"  SAMPLE CODE ****************************/ #include "s...
sydbod Support 3 4,249 07-03-2009, 03:30 AM
  Thread: GamePad TOPHAT
Post: Re: GamePad TOPHAT

A TOPHAT is a single button (usually on the top of the joystick, that can be moved in any of the following directions (forward, 45deg forward right, 45deg forward left, right, left,45deg left backward...
sydbod Support 3 4,249 07-03-2009, 02:06 AM