Viewing posts by dazza
Stripification is the process of turning lists of triangles in an arbitrary order into as many lists of triangles that contain adjacent edges. There is a great explanation of a triangle strip of wikipedia.
Part of my Art pipeline for Tentacles is to import a directory of 3DS files. Each of these files is a map piece and the map pieces are instanced to create a map. That way I can store the geometry for a shack once but instance it across the level many times with a unique transform (scale, translation and rotation).
In OpenGL ES 2.0 glAlphaFunc isn't available, you have to implement it in a fragment shader. There isn't a lot of reference out there for this (not that I could find anyway) so I thought I'd write this up.
When I started developing this site I knew I wanted to use a static website. I've used Wordpress and I'm fed up with checking for updates and plugin incompatibilities. Combine that with the server with this site doesn't have MySQL on it but PostgreSQL and it all seemed like to much hassle.
Bullet is an open source collision and physics simulation library written by Erwin Coumans who I believe worked or maybe still does work at SCEA (Sony Computer Entertainment America). Bullet provides a C++ API to a very robust Collision, Rigid Body and Soft body simulation system. At its core Bullet is comparable to commercial systems such as Havok but lacks the art pipeline integration, extensive documentation and support contracts that its commercial rivals offer. For an indie developer it’s an amazing leg up though. Collision is hard to do well. Physics is also hard to do well. Bullet does both very well.