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Member Since 01 Sep 2010
Offline Last Active Sep 06 2014 07:42 AM

Posts I've Made

In Topic: different colors when using XMVECTOR or XMFLOATs

28 October 2013 - 03:06 PM

Thank you very much! Indeed, I had to change the format for my position in the layout from DXGI_FORMAT_R32G32B32_FLOAT to DXGI_FORMAT_R32G32B32A32_FLOAT and now everything works correctly! Thanks a lot again... there is so much to learn in DX 11 that one can easily get confused :(.

In Topic: XMVECTOR vs XMFLOAT4 in classes

16 October 2013 - 10:39 AM

thanks for answer!


 Isn't it better to properly align class and then always use XMVECTOR in it?



A lot of libs (I'm using Bullet Math) follow that pattern. You should be very careful again, with passing aligned values, type casting ect. (http://msdn.microsoft.com/en-us/library/83ythb65.aspx)

 So it's a better solution if I want my program / game run as smoothly and quickly as possible?


According to my 2. question I mean:

I have a XMFLOAT3A Position in my class and

Should I use something like this:

DirectX::XMStoreFloat3A(&Position, DirectX::XMVectorSet(-1.0f, -1.0f, 0.0f, 0.0f));


Position.x = -1.0f;
Position.y = -1.0f
Position.z = 0.0f;

to fill the Position vector? What's faster and better to use? or it doesn't matter at all?

In Topic: How can games be loaded through website?

12 September 2013 - 12:46 PM

Thanks for answers!

Could you give an example of any such game ? , i can't think of any webbased game that runs from an .exe or a webbrowser that allows execution of native binaries (.exe is the format MS Windows uses for its binaries, it is highly unsuitable for the web)

The game I meant is not browser based. There are some examples I can tell you: Warrock, Gunz and probably some more which I don't know.

In Topic: Game message loop - using 50% of CPU when window is minimized or inactive

14 July 2013 - 02:25 AM

Thanks for answers! I think it's true that it was due to my lack of constant framerate. After adding some framerate the program no longer consumes max of 1 core's processor

In Topic: Game message loop - using 50% of CPU when window is minimized or inactive

13 July 2013 - 10:59 AM

Thanks for the answer. The problem is also that my game has multiplayer mode so I can't stall my application  becouse client will timeout and disconnect from the server. Even if you say that programs run as fast as they can I still can't understand why my game doesn't use 50% of CPU all the time then? PeekMessage must be doing sth which prevents it from using max of CPU I guess.