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Member Since 19 May 2008
Offline Last Active Today, 01:09 PM

Posts I've Made

In Topic: [c++] ENet

Yesterday, 01:38 AM

ENet is heavily lightweight compared to Raknet, if both are stable and mature, does that make him a better choice ?

I was using raknet, but since I found it bloated, so I tried switching to enet, but I found several features missing that games would really like to have: Timestamping, and some other security stuff, so I aborted the attempt. If you don't have the time/resources to implement such features, then use raknet for now.

In Topic: What resolutions and aspect ratios to support

17 October 2016 - 07:40 AM

A question: Does anyone actually eliminate the smallest resolution options like 800x600, 1024x768 due to their UI not looking good at the smallest resolutions?

In Topic: d3d11 and vsync

01 October 2016 - 10:44 AM

Ever heard of a blocking function? It's the same concept. It waits until some condition has been fulfilled. present(1,0) waits until the refresh rate is hit, which is what vsync does.


For information on present and it's parameters, i recommend you check msdn.

In Topic: d3d11 and vsync

01 October 2016 - 07:21 AM

- Regarding whether it's right or wrong, ask yourself what do you want to achieve?

In games, leave vsync as an tweakable menu option. However, this means that you'll have to make sure your code ticks at your desired frame rate in spite of the setting so as to achieve consistency.

- when you call present(1, 0) on a thread, the thread blocks until the syncing of the refresh rate. Hence the running of the next frame of code has to wait as well.

In Topic: MVC understanding

26 September 2016 - 09:01 PM

I'm gonna take a side and say drop MVC altogether. The reasons have been stated by those posting before me. All you need to begin with is a simple game loop. Then expand into a entities - component system.