Hello stranger! I am Claudio Ficara, AKA SysOp. I am cool, fresh guy who loves to convert imagination into real shit. I've developed diferrent skills such as programming, level design, game design, modelling, animating and so on. I currently work as game developer and live on Argentina with my family that I love so much. My goal is helping others to achieve what they want! Add me as a friend or track me down on Facebook. Later!

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3 comments by SysOp. on Nov 8th, 2012

Hey peeps!

Just wanted to share the new version of my site. I designed it myself and did the code and such. There are ugly things inside but, hey, works!

Inside you'd be able to find my released games and play those if you want to.

Here's some pictures:

Here's the link: Claudio Ficara : Home
Feel free to add comments! smack

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Post comment Comments  (50 - 60 of 108)
Headcrusher
Headcrusher Sep 21 2009, 11:13am says:

Hello 2 you gud sar :O

+2 votes     reply to comment
Rosend
Rosend Sep 20 2009, 8:16pm says:

Hello SysOp, I was wondering, how many entities you have used in ArrangeMod? I mean the amount of entities that you could possibly remember?

+2 votes     reply to comment
SysOp.
SysOp. Sep 21 2009, 1:22am replied:

Hi!

It's a tricky question.

There are lot of entities that I've created/removed/improved but I don't use them all at once, on my maps. So the answer would be: it depends.

I still work under HL's limits, so, that means I always use less than 512 entities on my maps.

Thanks for stopping by!

+2 votes     reply to comment
Rosend
Rosend Sep 21 2009, 6:14am replied:

Quite right! I suppose you have created a system that allows some random entities to fade from a distance, my guess is, that would probably stabilize any map's lag and entity problem. But I'm not quite sure what appropriate name from what I have mentioned. Just think of it as an illusions of entities. I've seen alot of games with those kind of gaming mechanics but alot of them mostly reduces model quality from a distance.

Oh, and thank you for your time...
I'm looking forward to your mod.

+2 votes     reply to comment
SysOp.
SysOp. Sep 21 2009, 10:59pm replied:

Ah, well, yeah, that's Level of Distance (LOD). Here's the full info: En.wikipedia.org

When different geometry for the model isn't found, it can be faded out and be hidden after X distance. Like this video: Youtube.com

One of the approaches of the algorithm could be:

( player_distance - (max_rendering_distance*0.25)) * max_model_alpha / (max_rendering_distance)

"- (max_rendering_distance*0.25)" is used to prevent the model be transparent if the player isn't exactly at the center of it.

The algorithm is just a percentage calculation, with some parts swaped. More info here: En.wikipedia.org

LOD is part of object culling.

Hope that gives you a clue of how it works :)

+2 votes     reply to comment
Rosend
Rosend Sep 22 2009, 6:15am replied:

That's it! the Level of Distance(LOD)! No wonder that name seems very familiar.

Thanks for clearing that up Sysop. :D

That particular name really escapes me. ;)

I believe the serious engine(SeriousSam) uses that kind of system.

+2 votes     reply to comment
SysOp.
SysOp. Sep 23 2009, 5:04am replied:

Np ;D

Yes, it does. HL2 does also, and many many games.

The only drawback of this method is the calculation goes directly to the CPU. While isn't a problem nowadays (CPUs are so damn fast) if the algorithms for get distances are poorly done/used, the implementation could be counter-productive.

There are some real-time LODs, calculated on the GPU, but that's crazy **** :P

+2 votes     reply to comment
AlekZanDer
AlekZanDer Sep 7 2009, 5:22pm says:

You are one of the most experienced developers in the world.

+3 votes     reply to comment
SysOp.
SysOp. Sep 21 2009, 1:18am replied:

Nah, I just love what I do. Thanks for your words!

+2 votes     reply to comment
SysOp.
SysOp. Sep 21 2009, 1:13am replied:

I'm glad to hear you're going to try out the mod. Thanks!

+2 votes     reply to comment
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