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I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) .
A simple brute force algorithm per pixel would…
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Greetings,
I'm working on a game project that uses a 3D variant of hexagonal tile maps. Tiles are actually cubes, not hexes, but are laid out just like hexes (because a square can be turned to a cube to extrapolate from 2D to 3D, but there is no 3D version of a hex). Rather than a verbose description…
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Hello:
I wish to implement soft shadows produced by area lights in my raytracer. I'm having trouble generating the random samples. So I have a scene in which I have an area light (represented as a circle) whose world (x,y,z) coordinates of the center are given, the radius is given, the normal of…
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In all examples online that I have seen, when rendering meta-balls (level sets of a potential function), the point of ray-meta-ball intersection is always found by raymarching. Are there any alternatives to this for determining the point explicitly?
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as seen on Game Development
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I am writing a program, that as input, I have a huge 3d mesh (with mostly structured and cubic shaped elements), and I want to realtime render it, but not as real-time as a game. But speed of rendering is somehow important. The most important point is, I don't need any special lighting nor any shadows…
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I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are involved.
To clarify, currently my algorithm represents a cube as multiple vertices covering every face…
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I have reading a lot about the potential use of sparse voxel octrees in future graphics engines.
However I have been unable to find technical information on them.
I understand what a voxel is, however I dont know what sparse voxel octrees are or how are they any more efficient than the polygonal…
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TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as…
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Like many other programmers I've always wanted to make a game, but simply lack the skills to do any production quality graphics. I am however sure that I want to do the models and textures myself, because I need a lot of different objects and I am sure I wouldn't be able to find good matching models…
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Hello all,
I see Voxel quoting $.10/GB, no monthly commitment. At our traffic level, this is significantly cheaper than I'm getting quoted from more established CDN's (generally .18-.22/GB).
Anyone have any experience using them? Thoughts?
Thanks!
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