Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 14 Apr 2011
Offline Last Active Apr 07 2015 10:53 AM

Topics I've Started

Ensure no dependency error with DirectX release

26 September 2013 - 03:41 PM

Hi, I am probably being dense, but whenever I try to build my directX game in release mode, it stops with a linker error: LNK1181.


All my paths are the same as in debug mode and I have the latest DX SDK installed. This leads me to the question, how do I make sure if I release my game that all the outside dependencies are included if they are not directly in my project? I am guessing thats what you would do during the install, but for directX, mostly everyone has, I don't know.


So if I was to pass this projects release folder over to a friend, how do I make sure they can play the game without needing to install the SDK?

My first attempt was to copy paste the .lib files needed into the project, but i am not sure where to put them. 


Thanks for reading



High CPU usage in basic C++ program

19 December 2012 - 03:09 PM

Hi, I am using ThreadLib from Ron Pentons MUD programming example. I have 2 threads in my program, one which recieves messages and one which sends messages. I create both of these threads(each has an infinite loop) and I also make sure to yieldThread() in my main loop. I end up with 50%cpu usage, isn't this a bit high? It does only run at around 13% on a better machine, but shouldn't it be closer to 0 than that?

Sending Keystroke across network

14 December 2012 - 01:11 PM

Hey, I am wondering what the usual process is for sending key input from client, to tell the server they want to move "left" for example. Do I send a message each loop of the client that they are holding the key down? Or how is it normally done?

If you didn't realise, I am quite new to networking

SAS Scripting - LoopByCount

29 November 2012 - 04:07 PM

I am trying to make a pass loop using SAS scripting in FX composer. It doesn't want to work. The error is:

"Error This CgFX effect uses a LoopByCount which is not supported: LoopByCount=gIterationsPerFrame. The loop structure will be ignored and enclosed commands will be executed once"

It seems odd seeing as I am not using CgFX but HLSL. Is it still possible to loop using SAS scripting?

p.s. I am using FX composer to write and test the shader.

Bilinear filter

28 November 2012 - 02:19 PM

Can someone tell me what a bilinear filter actually does?

If I render my scene to a texture and render that into another render target which is smaller, it will become pixelated. If I apply bilinear filtering to the down sized texture, will it make it look less "pixelated" and blur the colours more?