Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 10:06:25 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: [1]
1  Developer / Technical / Re: SFML Ball Collision With Walls on: December 05, 2015, 05:37:11 AM
If you have only orthogonal walls, you can negate just the x- or y-component of the velocity (depending on whether you hit a horizontal or vertical wall), preserving the other.
2  Community / DevLogs / Re: Return of the Obra Dinn [Playable Build] on: March 31, 2015, 11:41:14 PM
Even though the game's resolution is super low and there's no obviously fancy surface shaders going on, the geometry/object count is pretty high. Normally that wouldn't be a problem but since the 1-bit rendering technique requires two passes, sending all the geometry to the GPU twice eats up a lot of frame time. Yesterday I decided to sit down and see if I could get all the rendering done in a single pass (plus post-processing). 
Are you changing the mesh geometry each frame? That's the only way you'd be sending a lot of stuff to the GPU. Mesh data resides on the GPU's memory after it's allocated by the driver. I'd say it's likely the slowdown was because of Unity dynamic batching breaking down due to your multi-pass shader, resulting in excessive draw calls.

Quote
Multi-pass shaders will break batching. Almost all unity shaders supports several lights in forward rendering, effectively doing additional pass for them. The draw calls for “additional per-pixel lights” will not be batched.
http://docs.unity3d.com/Manual/DrawCallBatching.html
3  Player / Games / Re: TES: Skyrim has the dum on: May 14, 2011, 11:49:48 PM
That's only what teenagers think.
Unfortunately teenagers make up 90.23% of all yarrpeegee protagonists.
4  Developer / Design / Re: The Unfinished Game/Demo Dump on: August 16, 2009, 03:27:13 AM


Download
http://up.servut.us/dl/17667.aiz4ff

Inspiration
http://www.youtube.com/user/UncleSamPatriot

Why abandoned?
I suddenly got the idea to make a game out of the alter-ego of an insane YouTube denizen. The humour part must be incomprehensible to non-Finns but I'm sure the "INSANE EFFECTS" will keep one occupied for a second or two. It was fun to code, but I ran out of ideas and after every compile it became more and more boring to play. I should learn how to plan.
5  Community / Creative / Re: Your biggest obstacle to create a game? on: August 16, 2009, 02:58:34 AM
I think too much (in the most inconvenient way possible) and code too little.
Distractions.
6  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: August 16, 2009, 02:45:08 AM
I'm Yet Another Finn from the cold, reclusive northern part of Finland. I always sucked at games when I was little, so I preferred to watch my friends play. My life officially ended when my father hauled my first computer in from work, a Macintosh 128k. I moved on to PC somewhere during 2001 and home internet only reached me at 2003. So sad. :<
I've made games as a hobby for a long time, starting with KnP on a friend's PC before starting school. Last six years I've spent programming, mostly with a not-very-notorious Finnish game programming language called CoolBasic. I'm just too lazy to move on to anything better~
Pages: [1]
Theme orange-lt created by panic