a post the over day remind me of this
https://www.youtube.com/watch?v=j9Ozvef7CvQ
jump to 26:40
I do not how to make a link to jump you to that pint.
Post
Fri Aug 23, 2013 2:39 am
#2
Re: asteroids what can be done
Here's how to do the specific time thing, for future reference.
http://www.youtube.com/watch?v=j9Ozvef7CvQ&t=26m40s
http://www.youtube.com/watch?v=j9Ozvef7CvQ&t=26m40s
Post
Fri Aug 23, 2013 3:42 am
#3
Re: asteroids what can be done
Nice! But I don't think I'd want the game to calculate every micro asteroids impacting my hull, especially when I'm trying to lose enemy ships in the asteroid field.
Maybe in LT2?
Maybe in LT2?
In Josh we trust.
Post
Sun Aug 25, 2013 1:16 am
#4
Re: asteroids what can be done
Thank youMordakai wrote:Here's how to do the specific time thing, for future reference.
http://www.youtube.com/watch?v=j9Ozvef7CvQ&t=26m40s
kickstarter: THE HITCHHIKER'S GUIDES
Post
Thu Sep 05, 2013 8:39 am
#5
Re: asteroids what can be done
I have already mentioned something of a more dynamic asteriod field. But alas there was no follow up on this point.
viewtopic.php?t=189
viewtopic.php?t=189
Post
Thu Sep 05, 2013 6:06 pm
#6
Re: asteroids what can be done
The vertex shader is pretty awesome. I wonder if LT uses it.
Just because you can doesn't mean you should.
Post
Thu Sep 05, 2013 11:17 pm
#7
That being said I'm not sure how it applies to this particular topic. Culling does not occur in the vertex shader.
Re: asteroids what can be done
LT, being a program that uses fairly modern OpenGL, uses vertex shaders extensively.Maddix wrote:The vertex shader is pretty awesome. I wonder if LT uses it.
That being said I'm not sure how it applies to this particular topic. Culling does not occur in the vertex shader.
woops, my bad, everything & anything actually means specific and conformed
Post
Thu Sep 05, 2013 11:36 pm
#8
And LT does not use tessellation, sorry Don't want to target that level of hardware this time!
Re: asteroids what can be done
I think he meant tessellationKatawa wrote:LT, being a program that uses fairly modern OpenGL, uses vertex shaders extensively.Maddix wrote:The vertex shader is pretty awesome. I wonder if LT uses it.
That being said I'm not sure how it applies to this particular topic. Culling does not occur in the vertex shader.
And LT does not use tessellation, sorry Don't want to target that level of hardware this time!
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Fri Sep 06, 2013 1:15 am
#9
Re: asteroids what can be done
Isn't tessellation a graphics feature that is easy to switch of for those that doesn't have graphics card that can support it?
Or does it have something to do with linux/mac compatibility? I can imagine that could be a problem.
Or does it have something to do with linux/mac compatibility? I can imagine that could be a problem.
Post
Fri Sep 06, 2013 1:19 pm
#10
Re: asteroids what can be done
Woops! I have not a clue on what I'm talking about! I'm going to go read up on shaders before I look like a fool again. Thanks for the correction.I think he meant tessellation
And LT does not use tessellation, sorry Don't want to target that level of hardware this time!
Just because you can doesn't mean you should.
Post
Fri Sep 06, 2013 10:48 pm
#11
While you can use tessellation to lower the bandwidth of your models in general, freeing up card resources to be used elsewhere, you can't count on it because then if someone plays without a card that can hardware tessellate you've set your performance bar too high innately.
Essentially the cost vs benefit of hardware tessellation breaks down to: does the game benefit from higher model quality, often fragment/pixel shaders give the desired visual quality already, and what percentage of people have cards that support it VS the time required to make, test, and perfect, the necessary shaders.
Re: asteroids what can be done
Tessellation is a hardware feature that requires extra work from the developer, in the form of more specialized shaders generally. Its intended use is mostly to save memory bandwidth, which means more model detail rendered at more fps. This is, often, only relevant if model quality is your bottleneck and you're suffering the choice of lower quality models or sustainable fps.Ixos wrote:Isn't tessellation a graphics feature that is easy to switch of for those that doesn't have graphics card that can support it?
Or does it have something to do with linux/mac compatibility? I can imagine that could be a problem.
While you can use tessellation to lower the bandwidth of your models in general, freeing up card resources to be used elsewhere, you can't count on it because then if someone plays without a card that can hardware tessellate you've set your performance bar too high innately.
Essentially the cost vs benefit of hardware tessellation breaks down to: does the game benefit from higher model quality, often fragment/pixel shaders give the desired visual quality already, and what percentage of people have cards that support it VS the time required to make, test, and perfect, the necessary shaders.
woops, my bad, everything & anything actually means specific and conformed