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  • Re: Terrain LOD Again

    Well, I spent the weekend playing around, and got working something that could loosely be called ''dynamic LOD'', continually updated based on distance to camera. It's got no stitching (hole artifacts everywhere), I haven't looked into Index and Vertex buffer objects (just using arrays), and I still need to fix some horrible little ...
    Posted to Game Algorithms (Forum) by Quasar on 18/05/2008
  • Re: Terrain LOD Again

    Thank you Lord Ikon! You and Riemer have saved me hours of work, and I thank you for it! I managed to get a full Vertex/Index terrain running after only 3 hours work last night, which puts me that much closer to a real terrain system! OK, next question (I just keep going on don't I? sorry...) Would I be better storing a single Vertex Buffer, ...
    Posted to Game Algorithms (Forum) by Quasar on 15/05/2008
  • SkyDomes v Skyboxes

    I'm wondering what what the pros and cons of a skydome are. I can easily see the pros of a skybox: only 8 verticies, generated from 6 textures which can be rendered at any square resolution using standard settings in any 3D editor, and simple enough to generate without even needing an external model. So I don't understand why I keep seeing ...
    Posted to Game Algorithms (Forum) by Quasar on 15/05/2008
  • Re: Teaching XNA to high school students

    I'll repeat the common theme around here: Why didn't they teach stuff like this at my high school? Even though I did two senior computing subjects, and ''learned'' to use everything from Frontpage to Pro-desktop to Access, I consider myself entirely self-taught. The programs I consider truly worthwhile (Flash, 3DS Max, Visual ...
    Posted to General (Forum) by Quasar on 15/05/2008
  • Re: Terrain LOD Again

    I might have missed something. What does the 150 mb limit apply to? I know what you mean about having a massive argument with a graphic artist though: S.T.A.L.K.E.R on the PC was a good 8Gb on the hard drive, so he doesn't see any reason our games shouldn't be as big. I, on the other hand, appreciate a game where the ...
    Posted to Game Algorithms (Forum) by Quasar on 14/05/2008
  • Re: Terrain LOD Again

    150MBs? Didn't know that. What a jip. I think I'll stick with my original idea of making it only for Windows... I'm not sure I understand what Lord Ikon said about sharing part of an index and vertex buffer, but so far I've made the quadtree structure and have started generating geometry. Each QuadNode has it's own seperate Model, whose ...
    Posted to Game Algorithms (Forum) by Quasar on 13/05/2008
  • Re: Terrain LOD Again

    Alright, I spent another few hours and finally worked out why I couldn't get this working: I didn't properly understand content processors. I didn't realise you could use them to create custom classes in addition to predefined classes such as Model Content. I have only one question left: Should each QuadNode's geometry be represented by a Model, ...
    Posted to Game Algorithms (Forum) by Quasar on 12/05/2008
  • Re: Terrain LOD Again

    Thanks for that, I've also spent time looking into Quadtrees. I think I've come to understand them quite well. What I need now is the other stuff, for making and updating the terrain geometry. I'm not sure if I'm going to need a custom content processor, whether or not I should have each chunk as a seperate model or as a mesh within a main ...
    Posted to Game Algorithms (Forum) by Quasar on 12/05/2008
  • Terrain LOD Again

    I was wondering... I've done my research on the various methods of Terrain LOD (I've finally settled on a Quadtree method, for it's simplicity), and I'm ready to begin implementing it. So far I've got a QuadNode struct, each of which contains an array of 4 QuadNode structs (except the leaf nodes, of course). I plan to add the relevant geometry to ...
    Posted to Game Algorithms (Forum) by Quasar on 11/05/2008
  • Re: Water From Rain

    Here's a tip: stare at Bioshock for a few hours. :)After that you'll either have hundreds of idea's for how to do water in your game, or you'll never want to see water again in your life. Accumulating on a flat surface, rather than rising in a pool, would be a very different job... I'd probably make a greyscale noise texture, and place the ...
    Posted to Game Algorithms (Forum) by Quasar on 07/05/2008
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