Timeline for How to use depth buffer for z-level rendering in roguelikes?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Mar 28, 2018 at 19:10 | vote | accept | user68854 | ||
| Mar 28, 2018 at 8:59 | answer | added | Theraot | timeline score: 3 | |
| Mar 28, 2018 at 8:58 | comment | added | Sidar | Right but his phrasing is strange | |
| Mar 28, 2018 at 8:24 | comment | added | Bálint | @Sidar he means that he first uses values in the range of 0 gto 20000 and don't touch anything else. Then he goes one step further and uses the values between 20000 and 40000, this way the old values can still remain, but they won't interfere with the new ones. Kind of like having a very long corridor and dividing it into rooms and filling them with different kinds of liquids | |
| Mar 28, 2018 at 7:26 | comment | added | Sidar |
I've listened to him multiple times and I can not understand what he is getting at. You say I need about 20000 integers worth of depth. So your first frame is 0 to 20000. I feel like both the 20000 here speak of different things? First part seems to talk about the amount of values he needs, second part sounds like he is talking about some depth range?
|
|
| Mar 28, 2018 at 7:06 | comment | added | Sidar | He is talking about a software rasterizer I think. Is that what you're going with? He also states that modern hardware/software takes care of the depth buffer all you have to do is make use of it. I must say him rocking his body is extremely distracting | |
| Mar 28, 2018 at 6:58 | history | asked | user68854 | CC BY-SA 3.0 |