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Member Since 08 Jul 2008
Offline Last Active Jul 27 2014 07:15 AM

Posts I've Made

In Topic: Jumping back into DirectX, after 9 and XNA

28 September 2012 - 06:48 AM

regarding the books:
if you want to get an introduction into graphics programming using dx11 get luna's book.
if you want to get comfortable with the dx11 API get Practical Rendering and Computation with Direct3D 11.

Both books are really good, but the first one is more focused on learning graphics programming, than learning the API. I think the second one would fit your needs better.

In Topic: Remeber state of pixel in HLSL.

16 July 2012 - 04:57 AM

guess you could also solve it via stencil buffer. If pixel does not change, clip it, otherwise write one (or something else) in there. You can then use the stencil buffer to mask out only the changed/unchanged pixels.

In Topic: API agnostic systems without massive dynamic casts - possible?

05 July 2012 - 02:18 PM

@all: thanks - everything you say makes perfect sense. I guess i will go with preprocessor solution then (it makes even the code easier)
@L. Spiro: the link to your post is interesting, thanks for that too.
@kunos: yes you are right, dynamic casts aren't necessary, static_casts would be sufficient (anyway i want to minimize casting at all)

In Topic: Structure of classes in good Game Engine?

21 June 2012 - 08:23 AM

I found the service locator pattern (as described here http://gameprogrammingpatterns.com/service-locator.html) a good alternative to the singleton. Its still very global but not that restrictive anymore.

In Topic: Generating all possible combinations

03 June 2012 - 10:57 AM

hm what about something like this?

std::vector<Combination> combinations;
for (uint i=0; i < elements_max; ++i)
  for(unint j=i+2; j < elements_max; ++j)
    combinations.push_back(Combination(element[i], element[j]));