dcosborn's Blog Journal of dcosborn - GameDev.net

Journal of dcosborn

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C++, OpenGL, Blender, Lua, Bash, and interactive stories
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88 entries
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dcosborn
June 05, 2008
Exponential shadow maps
In another ShaderX6 article, Macro Salvi presents "Exponential Shadow Maps". Like variance shadow maps, they can be hardware filtered, but they only require storing a single moment. They're also faster, with a simpler depth comparison equation.

...but... to avoid overflow issues when storing the e…
2,779 views
dcosborn
June 03, 2008
Median filtering
I implemented 3x3 median-filter post-processing (yes, I'm jumping all over the place). I hope you can see the slightly more fluid appearance of the screenshot below. I'm using the method presented by Morgan McGuire in ShaderX6.



You may remember that I had image-space outlines a while ago. There's…
1,502 views
dcosborn
May 30, 2008
Phun with Loo-ah
I've made the leap into Lua scripting (finally). This has been the biggest hole in the project for a long time. So, here's what I have now:



That guy stuck in the ground is an NPC(!). The exclamation mark is because he's the first ever NPC in the engine. He's at position [0,0,0] because I haven't…
1,751 views
dcosborn
April 30, 2008
Combating macro pollution
So one of the classic problems with Win32 is the macro pollution.

As some of you may remember, near and far used to have significance as keywords on the segmented x86 architecture. They remain in as empty macros.

Enter: me. I want to make a frustum class with near and far members. Unfortunately…
1,668 views
dcosborn
April 30, 2008
Dynamic AABB
I finished implementing dynamic axis-aligned bounding-boxes for skinned meshes. I use a two stage approach, where each stage is cached and only updated when necessary.
  • The first stage calculates static bounding information. This includes an OBB for static vertices and a bounding capsule for each …
  • 1,721 views
    dcosborn
    April 16, 2008
    Greetings
    Updating a journal is alot like committing to a subversion repository; if you don't do it often enough, the updates pile up and you lose track of your changes. But I'll try my best.

    I scored a contract position doing anatomical 3D modeling for medical education. I'm looking forward to doing more D…
    1,280 views
    dcosborn
    January 20, 2008
    Theora video recording
    I spent some time implementing Theora video recording via libtheora. My implementation is currently quite slow, mainly because of two things:
  • I'm rendering off-screen at the specified video resolution, rather than simply grabbing the current framebuffer and scaling. This yields higher quality, but…
  • 1,202 views
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    dcosborn
    January 12, 2008
    Bug-fix update
    I've fixed a number of bugs since the first release, perhaps the most important being ATI card support. The problem had to do with incorrect GLSL code (as we all know, nVidia's GLSL compiler is rather permissive), as well as a subtle GLSL incompatibility on ATI's part regarding the linkage of mult…
    1,369 views
    dcosborn
    December 16, 2007
    First demo release!


    Download: [zip | tar.bz2 | tar.gz] (23 MB)

    The demo requires OpenAL. If you don't have it already, you can grab it here.

    To play with the options, open up the "conf" file in a text editor. If you have a faster machine, you might try reducing vid.shadow.down and enabling vid.shadow.blur.

    Please post …
    1,748 views
    dcosborn
    December 11, 2007
    Its not supposed to look like that!
    I'm in the process of fixing up a lot of rendering code. I've been working on it since about 6:00pm yesterday and I'm quite tired, so I've lost the ability to write good code and I'm just fixing syntax errors before I hit the sack. Anyway, I fixed them all and got this interesting shot:



    I've been …
    1,461 views
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