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Member Since 22 Oct 2009
Offline Last Active Jul 15 2014 09:27 PM

Posts I've Made

In Topic: A mmo related programming issue , unlock game features

25 October 2013 - 09:53 PM

Thank you guys, you guys are inspiring! I have discussed with our client guy, turns out they have already wrote a re-check method for this


player online -> Server send unlock info -> Client Compare it with new client config -> Client Send transaction  -> Server check again ->unlock blacksmith

In Topic: [career] Mobile game server side question.

09 April 2013 - 11:23 PM

Hi finanshow


  Glad to know there is comrade out there, my studio have done all the fundamental levels such socket, DB

Currently I' m on the logic level to implement a quest system and its mgr.




p.s @hplus0603  How do I solve this specific situation you've mentioned?

"Mobile networking is like regular networking, except someone keeps pulling out the cable from your computer for 1 minute every 5 minutes."

In Topic: [career] Mobile game server side question.

31 March 2013 - 01:11 AM



Thank you for your terriffic reply! I will definitely have a good talk with my new colleagues to get familiar with the whole project especially the server part.

That's indeed the best way to blend in a new dev team. These advice about server infrastructure are quite valuable to me. I did some research based on the keywords you provided and made some notes on my own, hopefully now I've got some topics to start a conversation, it feels amazing!


Hi, @starbasecitadel

Diversity of c/s in mobile game! It's very helpful, Thank you! The team I am about to join is making a simulation game, basically the content is about ruling your nation, building your cities, gathering resources and war. So I suppose it's mode2.


Hi, @hplus0603

Thank you! your analogy is very interesting also inspiring! It's a team I am going to join so like you said, I will ask questions until someone get annoyed XD.

In Topic: D3D11DepthStencil doesn't work properly

15 September 2012 - 10:53 AM

After I change[source lang="cpp"]devcon->OMSetRenderTargets(1,&backbuffer,pDepthStencilView);[/source]
to [source lang="cpp"]devcon->OMSetRenderTargets(1,&backbuffer,NULL);[/source]

The cubes came back(ofc) which means there are something wrond with my pDepthStencilView.

I have checked my code and DXSampleTutorial5 code, Still can't find a difference in the stencil part.

The only Difference is I keep Depthstencil Init in a single function and Call it after I created the RenderTargetView
[source lang="cpp"]void InitDepthStencil(void) { D3D11_TEXTURE2D_DESC DepthStencilDesc; ZeroMemory( &DepthStencilDesc, sizeof(DepthStencilDesc) ); DepthStencilDesc.Width = SCREEN_WIDTH; DepthStencilDesc.Height = SCREEN_HEIGHT; DepthStencilDesc.MipLevels = 1; DepthStencilDesc.ArraySize = 1; DepthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; DepthStencilDesc.SampleDesc.Count = 1; DepthStencilDesc.SampleDesc.Quality = 0; DepthStencilDesc.Usage = D3D11_USAGE_DEFAULT; DepthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; DepthStencilDesc.CPUAccessFlags = 0; DepthStencilDesc.MiscFlags = 0; //Create Depth Stencil View dev->CreateTexture2D(&DepthStencilDesc,NULL,&pDepthStencilBuffer); D3D11_DEPTH_STENCIL_VIEW_DESC descDSV; ZeroMemory( &descDSV, sizeof(descDSV) ); descDSV.Format = DepthStencilDesc.Format; descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; descDSV.Texture2D.MipSlice = 0; dev->CreateDepthStencilView(pDepthStencilBuffer, &descDSV, &pDepthStencilView); devcon->OMSetRenderTargets(1,&backbuffer,NULL); //devcon->OMSetRenderTargets(1,&backbuffer,pDepthStencilView); }[/source]

and call it Here

[source lang="java"]Init3D(){.................. ID3D11Texture2D *pBackBuffer; swapchain->GetBuffer(0,_uuidof(ID3D11Texture2D),(LPVOID*)&pBackBuffer); //use the backbuffer to create the render target dev->CreateRenderTargetView(pBackBuffer,NULL,&backbuffer); pBackBuffer->Release(); InitDepthStencil();...............}[/source]

In Topic: D3D11DepthStencil doesn't work properly

14 September 2012 - 07:38 PM

Progress: I initialised the d3device in a wrond order:

It should be: InitWindow-SwapChain->renderTargetView->DepthStencil->ViewPort->CompileShader->Vertex and Indices->Camera

my wrong order: InitWindow-SwapChain->renderTargetView->ViewPort->->DepthStencil->CompileShader->Vertex and Indices->Camera

So the renderTargetView doesn't have the Depthstencil info and...Change the place where InitDepthStencil() is called

Ok...this time my cubes are gone......