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Neilo

Member Since 01 Dec 2009
Offline Last Active Jul 17 2013 09:00 AM

#5045277 What does 2.5D actually mean?

Posted by Neilo on 21 March 2013 - 09:15 AM

It's a horrible term that I first saw used in relation to games with 2D gameplay but 3D graphics. The term seemed to become really common when Nights into Dreams was released on the Sega Saturn.




#4959935 Interleaved Arrays

Posted by Neilo on 17 July 2012 - 03:16 AM

I use 3.2 Core for compatibility with OSX 10.7 but on that version at least, Vertex Array Objects are required. Perhaps this is true of 4.x?

They are similar to Input Layouts in D3D10+ or FVFs in D3D9 in that they describe the data you're passing to the pipeline. In the case of VAOs, you just create and bind a VAO, get the indices of your attributes and bind them with the correct offsets.


#4932069 Difficulties with Arcsynthesis Graphics Tutorial (Please Help)

Posted by Neilo on 17 April 2012 - 03:05 AM

You're trying to start a lib, right click on Tut 01 Main and choose "Set as Startup Project"


#4884929 Anonymous/lamda functions: curse or blessing?

Posted by Neilo on 17 November 2011 - 05:43 AM

Lambdas and asynchronous code go so well together and make that sort of code more readable and maintainable in my opinion.


#4866807 The structure of my game logic

Posted by Neilo on 28 September 2011 - 08:19 AM

lse::CEngine::LSE_ENGINE_INIT eiInit = {
		64 * 1024 * 1024,
		true
    };

lse::CEngine::LSE_ENGINE_SECONDARY_INIT esiSecondInit = {
			&gGame,
			800UL,	600UL,
			0UL,	0UL,
			"L. Spiro Engine",
			false
		};


Regarding comments. To me, these pieces of code needs more comments then anything else, yet is has none. All the other functions you call in your example main are relatively self explanatory. I don't get it...


#4849352 Setting up VC++ 2010 for DirectX9

Posted by Neilo on 15 August 2011 - 06:51 AM

The error says that it can't link against the timeGetTime function. Are you linking againsts Winmm.lib?


#4795911 [XNA] Skysphere kills performance

Posted by Neilo on 08 April 2011 - 05:16 AM

You should put that sort of stuff in a lookup table and bind it at a shader resource. No more branching.


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