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ya man very cool!
September 4, 2009
Oscar Lain added a video
Simple spells. All graphics assets are placeholders currently but you can see tehnical implementation. Everything in map is created in game map editor. In the end graphics theme will be much different from current placeholder stuff - im going for m…
September 1, 2009
August 20, 2009
Oscar Lain is now a member of Caffeinated Games
August 20, 2009

Comment Wall (4 comments)

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At 1:59am on August 22, 2009, Greg Chudecke said…
Awesome. Can't wait to check it out. Good luck with the particle system. In my experience they are pretty fun to play with :)
At 7:45pm on August 20, 2009, Greg Chudecke said…
Oh btw do you have any screens of your project yet? I would love to check it out when you get a chance
At 7:44pm on August 20, 2009, Greg Chudecke said…
Thanks Oscar. I didn't need all the much precision for my normals so it wasn't a big deal in my case. I knew there was a bit more precision in there from the 0.8 to 0.99 but I liked 0.8 and 2.5 because they are short numbers :)

Glad that helped

Cheers,
Greg
At 1:29pm on August 20, 2009, Greg Chudecke said…
Hi Oscar,

It should be similar to the approach I took here:

http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=221236&page=2

A couple questions.
1) I am assuming the unsigned values are floats?
2) Are you dealing with numbers from 0 to 1? Otherwise you need to normalize your range with a constant.

For unsigned remove the +1 and *0.5 (which moves negative values into the 0 to 0.5 range

Note: Haven't tested this just redid the math for unsigned

inline float PackFloat16bit2(float2 src)
{
//0.8 resolves the 1 case overlap you lose some precision though
return floor((src.x) * 100.0f)+((src.y)*0.8f);
}

inline float2 UnPackFloat16bit2(float src)
{
float2 o;
float fFrac = frac(src);
o.y = (fFrac)*1.25f;
o.x = ((src-fFrac)/100.0f);
return o;
}

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About Me:
Indie game programmer working on C++ and C# with DirectX or XNA
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