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precious roy

Member Since 30 Oct 2007
Offline Last Active Dec 20 2014 02:12 PM

Posts I've Made

In Topic: Visual studio 2013 HLSL compiler Question

15 December 2014 - 11:23 AM

After doing a lot of testing it seems that the settings were right, but just does not work for me in vs2013 i did however install vs2015 yesterday and it does compile just fine in 2015 so its ether a bug or i broke vs2013 when installing vs2015.

In Topic: XNA + Camera2D + PerPixelCollision

10 February 2013 - 10:50 AM

Hello Plutonium,


i haven't looked at your code but have you tried calculating the collusion before you draw everything zoomed in?


so after calculating you do the math for the zoom.

In Topic: (Fixed)(Beginner) How to use D3DXCreateTextureFromFile to load a texture

09 February 2013 - 05:06 PM

Ok after a long search i managed to find out how to fix the problem.


i ended up making it like this.


		if(tempMaterials[i].pTextureFilename != NULL)
			DWORD dwNum = MultiByteToWideChar (CP_ACP, 0, tempMaterials[i].pTextureFilename, -1, NULL, 0);
			wchar_t *pwText;
			pwText = new wchar_t[dwNum];

				delete []pwText;

			MultiByteToWideChar (CP_ACP, 0, tempMaterials[i].pTextureFilename, -1, pwText, dwNum );

			std::wstring TextureName = FileLocation;

			//if there is a texture to load, load it
			if(FAILED(D3DXCreateTextureFromFile(d3ddev, TextureName.c_str(), &texture[i])))
				texture[i] = NULL;    // if there is no texture, set the texture to NULL

			delete []pwText;
			texture[i] = NULL;




Thanks Chris!

In Topic: Basic networking question.

06 May 2010 - 03:06 AM

Original post by Anntor
Using just the database without precached player data in RAM would be a huge performance hit for any MMO, which needs to update player state a lot per second.

Well that actually sounds logical. Thanks for the info I think I will do some brainstorming on this. I will post my results. When I’m finished :}

In Topic: Basic networking question.

05 May 2010 - 10:35 PM

Original post by Anntor
Your main problem with 900 clients will be bandwith consumption with each clients downstream (if 1 client receives position updates from your 899 other clients all at the same time). To overcome that limit you need to do "interest management", which will send information only to clients in need of it.

So if I understand this correctly. A server like wow uses would do all the collision detection. And send client info only of clients in range of the player? That sounds interesting, that is probably harder to make but in the end a lot mote hack proof?

Thanks that really helped! Gives me a lot of ideas.

Now how would a server get client information… would he put all 900 clients in memory and that way presses their info, or would he directly save it in a database and if needed get the info from their?