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reaperrar

Member Since 12 Mar 2011
Offline Last Active Feb 08 2015 11:48 PM

Posts I've Made

In Topic: Voxel disk operations?

08 February 2015 - 03:04 PM

 

 

 


For a 2d voxel game

Can you enlighten as to the difference between 2D voxels and pixels?

 

My interpretation would be a voxel has volume and a pixel is more of a point. A 2D voxel is one that exists in 2D space, so a 2D volume.

 

Two dimensional space does not have concept for volume. Do you mean area?

 

Yes, area would be more accurate.


In Topic: Voxel disk operations?

08 February 2015 - 02:05 PM

 


For a 2d voxel game

Can you enlighten as to the difference between 2D voxels and pixels?

 

My interpretation would be a voxel has volume and a pixel is more of a point. A 2D voxel is one that exists in 2D space, so a 2D volume.

 


Generating a mesh from nice, clean data is trivial compared to serializing a mesh to and from disk.

Thank you for your answer.


In Topic: Alpha blending fails unless Debug mode

14 March 2013 - 03:08 AM

 

Desc.RenderTarget[a].DestBlendAlpha = HZBLENDVALUE_ONE;

 

What's HZBLENDVALUE_ONE supposted to be?

Typo in the post, not in the code... my bad. Edited


In Topic: [Resolved] std::list clear() - Unhandled Exception

26 January 2013 - 10:49 PM

Ty for the help. The problem was in fact somewhere unrelated though not too far fortunately. Stopped looking at the list itself though thx to your replies.


In Topic: Two-Phase construction...

13 January 2013 - 05:36 AM

No offence or unfair stereotyping intended, but the only code-bases I've used that were based around two-phase construction, were projects where the majority of staff weren't very good at C++, but were decent at C.

The largest project I've ever worked on took 1min to compile lol. It's hard to grasp the reasons for avoiding T-PC because of this I beleive. I haven't much real c++ experience though I realised my design was wrong because of the research I did into it. Came here to the begginers area for convincing and your post was most helpful, ty.

 

I have used placement new before though didn't make the connection that the allocation/construction happened in a identical way to my two-phase approach. I was using a pool, allocating space for the object and calling initialise when a new object was requested.

 

I'll avoid using two-phase construction flippantly in my design.


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