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Member Since 13 Nov 2007
Offline Last Active Oct 25 2016 08:35 AM

Posts I've Made

In Topic: Team makeup

18 October 2016 - 02:17 AM

To my experience from a small (~15 people) and a medium (~200 people) developer body size, the ratio of artists : programmers was always around 3 : 1.

As Josh Petrie mentioned, it's impossible for one person to manage more than 7-10 people, so there have to be at least some lead roles + managers (producers). Even for 15 people you'll have to have at least one or two managerial positions. I, myself, am a programmer, so this is a bottom-up perspective :)

In Topic: Visualize points as spheres

14 October 2016 - 06:19 AM

You can render them as billboards with custom depth output from the pixel shader (also a pixel-kill). You would draw them the same way for your shadow-map (they're symmetrical).


You'd draw the billboards instanced, packing the vertices better into vertex wavefronts, instead of shading 4 vertices at a time greatly underutilising/wasting the wavefront size.


Whether it's going to be slower than rendering actual sphere meshes is unknown to me.

In Topic: Non-trivial union

13 May 2016 - 03:57 AM



unique_ptr::reset() calls the destructor and bang, you're dead, because its internal members are most probably crap.


If you alias an ArrayInfo over the same bytes as ObjectInfo, it can't end well.


unique_ptr and int size is implementation defined, your String is who knows what (pointer + int or an int + pointer or possibly anything). How do you imagine it should work? What are you trying to achieve? The unique_ptr won't be in a healthy state for you to call reset.


Furthermore, the standard says it's only legal to read from the most recently written union member, although actual compilers are less strict.


What you suggest might work, just I wouldn't call a "String" dtor on an instance of a ObjectInfo class :)


But what's the point?

In Topic: D3D12 Reference/Software/WARP device?

07 May 2016 - 12:02 PM

Thank you Alessio, this is exactly what I've failed to find! Your answer will become a pointer to how do it :)

In Topic: vertex shader useless when using geometry shader?

22 February 2016 - 03:20 AM

Exactly, there's a position/parameter cache, however its "key" is the vertex index. If you use index-buffers, the same vertex won't be shaded twice, if shaded recently, and you save a bit.


If you don't use indices, then, I think, it doesn't matter where you put your computation - VS or GS.