Tagged: Bad Sector’s Posterous

[Bad Sector’s Posterous] Using occlusion normal maps for cheap sun shadowing

In a previous post i mentioned a method i came up, Occlusion Normals, for dynamic ambient-occlusion-like shading of static meshes. The demo i used there used a single model/mesh and did lighting in vertices. Also it was supposed to be used mostly for nearby lights.

In a recent post in the Indiegamer forums, a question was posted about using shadow maps

[Bad Sector’s Posterous] Dynamic shading using precalculated occlusion normals

This morning while walking around the house and waiting for some form of Internet connection to arrive at my computers (i was out of Internet for a while), i was thinking about shading for a new engine i’m writing in Free Pascal and came up with a very simple method for adding a nice shading effect to environments with just a bit of (somewhat costly) precalculation. The idea is based on ambient occlusion but, unlike ambient occlusion, it is used with dynamic lights. [Περισσότερα…]

[Bad Sector’s Posterous] Running Rombo from Mapas

Note: for some reason today my grammar sucks more than usual. Live with it.
Today i decided to rewrite the RayFaster 1 export plugin for Mapas. The reason was mostly that i lost the source to the previous plugin and i wanted to make some modifications to Rombo. Since i also released the source of RayFaster 1 (Rombo’s engine) and the engine is redesigned to be reusable, [Περισσότερα…]

[Bad Sector’s Posterous] PAK files, simple formats and a new mouse

I’m interested in learning low-poly 3D modelling using Blender and i thought it would be a good idea to study the mesh of some low-poly models used in games. A game i like and has some nice models is Quake 2, which is one of the few FPS games i have available in Linux. After checking with Blender 2.5, which is what i use (although it is still pre-alpha and crashes a lot, i prefer the new UI to the old one), i figured out that i should use Blender 2.49 for viewing the meshes because 2.5 lacks an MD2 importer.

[Bad Sector’s Posterous] Compositing in X sucks. Who had this brilliant idea?

I was wondering why my compositing desktop is so slow when resizing, maximizing/restoring and opening windows. And i’ve found a reply from some nVidia guy in a forum (here is the post) who said that each time you resize a window in a compositing manager, the manager:

creates a new pixmap with the new size in system memory
copies the old pixmap’s contents from the video memory to the new pixmap
draws the window’s contents inside that new pixmap