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Member Since 16 Jan 2011
Online Last Active Today, 06:57 AM

Posts I've Made

In Topic: C++ as a scripting language

01 July 2015 - 04:49 PM

Casey's code is really silly and won't work if you have objects with vtables into the DLL(a common case). Of course this could be fine, depending on what you want.

In Topic: manging lifetime of textures/buffers etc

24 June 2015 - 03:30 PM

shared_ptr is going to be slow if you pass that pointer by value everywhere, if you can pass by raw pointer (or in the worst case shared_ptr&) to avoid the atomic operations, then the only overhead left would be that your data isn't stored linearly in the memory, but for the most cases(for graphics resources) you don't care if it is.

In Topic: Creating a Quaternion from a direction

22 June 2015 - 11:38 AM

Lets consider that your ship is always at the origin point O, and the target point is called T.

d = T - O gives you orientation the ship. By default your ship is oriented at some direction (lets say -z for example, y-up).
By using nd = normalized(d) and dot-int it with the default ship orientation you will get the rotation around cross(nd, orientation).


So basically :


cos (angle) = dot(d, ship orientation vector) ;// of course you will have to fix this for large angles

axis = cross(d, ship orientation vector)


And this should be enough to construct a quaternion.

In Topic: Are you the "From Scratch" type?

22 June 2015 - 10:52 AM

For me probably because I'm scared (I think that I just cannot admit it to myself, that I really don't know what game I want to make...
Im trying to excuse myself: "I can write my self an engine only for educational purposes", as someone said above I also can say "This is something i made" or "Im in control of everything", but in the business world this does mean nothing.

So practically I don't know why I'm writing my own engine, and I hope that I'm on the right track.

In Topic: HLSL and GLSL wraping again

21 June 2015 - 03:42 PM

Updates on the topic http://www.gamedev.net/blog/1921/entry-2261196-common-shading-language/