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Comments:

<0> more the reason you need to save every penny :D
<0> W00t, FREE TREE.. who says free
<1> after playing Oblivion .. I realize that ill never be able to make anything that good looking
<1> so im quitting game dev
<2> Their stuff is pretty high quality, but the underlying stuff is trivial to implement
<0> haha
<0> and be a bum
<2> Ultyma - um, you could
<2> you just don't have artists
<2> come on. You could do better
<1> my water looks better than oblivions
<1> :D
<0> haha
<0> no way



<2> :)
<1> actually, it looks pretty much the same
<0> your water is like patch of black oil
<0> !!
<1> no
<2> 1 up it :P
<0> I did found oblivion water lacks something
<0> "wake" effect
<2> Use the parallax map to do z-correct water on the rocks near the shore
<0> like bubbles and wakes near the edge of lake
<1> http://img214.imageshack.us/my.php?image=tcppromo51bb.jpg
<1> see..
<2> it ****s when there's just this flat plane that hits the shore
<1> its normal again
<0> most RTS nowadays have that effect..wake effect
<0> but strangely
<0> 1st person game doesn't
<0> it shouldn't take much CPU cycle to render that
<0> Yeh nick
<0> I agree
<0> Ultyma, your water is too..gl***y
<0> almost like a mirror
<1> its clear
<0> you need to tune it down
<1> :D
<0> use depth map
<0> so, as it gets deeper
<2> turn down the gloss ++ the hdr
<0> there is a gradient ramp
<0> darker underneath
<0> and hence more reflective
<0> while towards the shore, shallow water, it's more transparent
<0> Did u read how Valve did Half Life 2 engine?..
<1> ya thatll come in time
<0> in Lost Coast
<0> they were using about 4 p***es for the water alone
<0> gradient ramp
<0> reflectiion
<0> something
<0> something
<1> i do reflection and refraction
<0> haha
<0> you don't need refraction
<2> Man, I hoooope I'll be running dx10 before I get too heavily into my renderer
<0> I don't think
<0> most ppl wont' notice refraction
<2> i dont want to design for dx9
<0> when put surface distortion / wave
<2> thx
<0> np ;)
<0> brb
<2> Anyone know the current vista build? I want to pick it up from work monday
<2> we have an msdn subscription so I get to install it
<3> hello
<4> what's up, fran
<3> nothin
<3> who else is accually talking
<1> lol
<3> hello tmpvar
<3> hey u need to talk guys
<5> no.. we dont



<2> la la.
<2> Hm.
<2> Anyone here use ID3DXSprite? is it worth using or should i just wrap my own with quads?
<0> dunnno :S
<0> Sorry Dr_Nick
<2> thats ok
<2> I'll just use it and see how it performs
<2> thanks
<0> I would ***ume quad performs better
<0> btw
<0> you can use tris
<0> probably be even more efficient
<0> why use quad when u can use tri?
<0> you increase the particle output by 2x
<2> yeah. Tris could work :) Im hoping sprites work because if they do I get to increase the particle output by 4
<2> but they seem inefficient... specifiying the texture in the draw api..
<2> we'll see.
<0> how does ID3Xsprite work?
<0> why 4x ?
<0> I don't get it
<2> you only have to submit a single point for each sprite
<2> it generates the other 4 points for you
<2> or rather it generates 4 points for you..
<2> your point represents a corner or the center or something
<2> i can't remember which in d3d
<0> ahh
<0> I see
<0> nicee
<0> sort of line instancing huh
<0> line=like
<2> sorta
<0> how does that differ if you use Geometry shader to generate sprite?
<0> instacing
<2> with a GS you only have the points in the shader
<0> so you have 1 tris.. and use shader to generate thousands
<2> well you could do it with no inputs to the GS
<6> Who wants to help me test something?
<2> have it generate all of the geometry and p*** it to the vs
<6> PM me...
<2> the problem there is that you can't collide it with stuff
<2> unless you do it in the VS.
<7> if its a test of your bank account withdrawl feature, I'm in
<2> but then you need your collision info in the VS..
<6> It's a network test.
<2> they removed the id3dxsprite example from the sample browser.
<2> huh.
<0> :S
<0> I see
<6> So nobody wants to help me test it?
<0> I am afriad to run any exe ppl sent me over IRC
<2> ok so id3dxsprite is totally not what i want.
<2> which is good to know
<8> hey Dr^Nick
<2> hey aav
<2> :D
<2> be right back, sorry dude
<6> How am I supposed to know if it works if nobody wants to test it? :@
<0> do u goto school Kimmo
<6> Huh?!
<0> install it on schools computer seems to be an option
<6> I'm not in school.
<2> make it connect to yourself
<6> Duh.
<6> It works 100% locally.
<6> But I have reason to believe that it ****s up remotely.
<9> can some one help me with some directx, what im trying to do is render a progress bar over a screen. I got it to overlay a progressBar over whats currently rendered, and update that bar, but when it ends it remains there. What i want to do is restore it to how it was before i rendered the bar, What ive done is i have called g_pD3DDevice->GetBackBuffer and stored it in a pointer.
<9> i need some way to render or restore that backbuffer
<10> can anyone help me figure out some directx texture opacity stuff I am trying to get working?
<0> LOL
<0> when ppl ask question they come in floods
<10> lol
<10> sorry
<0> no, I mean, are u related to Kaibutsu
<0> LOL


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