Hello,
I have everything running in DX9. I am debating about going to DX11 sometime this year. I wanted to know what the learning curve is. I have deep knowledge of DX9, but I'm more interested in API changes that might be totally different than the way they were doing stuff in DX9.
Has anyone gone from DX9 to DX11 and how difficult was the transition?
Edit:
I know this is a broad question based on many factors, but I'm still interested in hearing anyone's general thoughts.
Thanks
Jeff.
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Topics I've Started
Learning Curve from DX9 to DX11
01 March 2013 - 09:39 AM
Multiplayer Setup - Lobby
02 February 2013 - 01:58 PM
Can someone please look at my flow below and tell me if I'm correct in my thinking:
CLIENT
- Requests to join a multiplayer game.
- Sends game data to HOST.
- Accepts game data from HOST.
MASTER SERVER
- Accepts incoming message for matchmaking.
- Stores list of players ready to play.
- Pairs players up by random (at first, then by other factors later).
HOST
- Accepts incoming data from client and sends data out to all clients playing the game.
Here's the steps it would work:
1. Client requests to play online game.
2. Server accepts request, stores IP:Port of client.
3. Server waits for another request.
4. Server accepts another request.
5. Server matches 2 requests.
6. Server chooses 1 client to be host.
7. Server sends client connection data to each client and removes both clients from matchmaking list.
8. Both clients send game data to the host, which is 1 of the clients.
9. Game continues till end.
10. If no disconnects, host reports game stats to stat server for online leaderboards/etc.
Q1: Is this how a basic matchmaking server and client/host server works?
Q2: This example shows how a user is the HOST, if I wanted to have a server the HOST, would I need to run like 500 server applications as a service to host 500 games? lets say for example? Is that how that's done??
Thanks
Jeff.
CLIENT
- Requests to join a multiplayer game.
- Sends game data to HOST.
- Accepts game data from HOST.
MASTER SERVER
- Accepts incoming message for matchmaking.
- Stores list of players ready to play.
- Pairs players up by random (at first, then by other factors later).
HOST
- Accepts incoming data from client and sends data out to all clients playing the game.
Here's the steps it would work:
1. Client requests to play online game.
2. Server accepts request, stores IP:Port of client.
3. Server waits for another request.
4. Server accepts another request.
5. Server matches 2 requests.
6. Server chooses 1 client to be host.
7. Server sends client connection data to each client and removes both clients from matchmaking list.
8. Both clients send game data to the host, which is 1 of the clients.
9. Game continues till end.
10. If no disconnects, host reports game stats to stat server for online leaderboards/etc.
Q1: Is this how a basic matchmaking server and client/host server works?
Q2: This example shows how a user is the HOST, if I wanted to have a server the HOST, would I need to run like 500 server applications as a service to host 500 games? lets say for example? Is that how that's done??
Thanks
Jeff.
UDP ACK Question
01 February 2013 - 11:45 AM
Hello,
I had a question on how to send an ACK.
So, I am working on a UDP Server, so from a high level can someone please tell me if my logic is correct:
Assuming 1 server, 2 players (possibly more than 2 players)
1) Player 1 sends data packs 1,2,3,4,5 to server (waits for ACK) for broadcast to players who joined
2) Server sends to rest of players, in this case Player 2.
3) Player 2 receives packets 3,4,1 ...
-- Does player 2 send an ACK to the server?
-----If so, what if those never reach player 1?
-- Does player 2 send an ACK directly back to Player1 somehow?
-----Does Player1 send the IP along?
4) Player 1 keeps sending packets it does not get ACK for after X time interval. In this case, it would resend packets 2, 5.
This would be for a out-of-order guaranteed packet delivery.
Thanks
Jeff.
I had a question on how to send an ACK.
So, I am working on a UDP Server, so from a high level can someone please tell me if my logic is correct:
Assuming 1 server, 2 players (possibly more than 2 players)
1) Player 1 sends data packs 1,2,3,4,5 to server (waits for ACK) for broadcast to players who joined
2) Server sends to rest of players, in this case Player 2.
3) Player 2 receives packets 3,4,1 ...
-- Does player 2 send an ACK to the server?
-----If so, what if those never reach player 1?
-- Does player 2 send an ACK directly back to Player1 somehow?
-----Does Player1 send the IP along?
4) Player 1 keeps sending packets it does not get ACK for after X time interval. In this case, it would resend packets 2, 5.
This would be for a out-of-order guaranteed packet delivery.
Thanks
Jeff.
Average Luminance & HDR
02 December 2012 - 09:58 AM
Hey guys:
Is the average luminance values in HDR? Meaning the scene grayscale should be a texture format that can go higher than 1?
Thanks
Jeff.
Is the average luminance values in HDR? Meaning the scene grayscale should be a texture format that can go higher than 1?
Thanks
Jeff.
Cascade Shadow Map Pixel Shader
29 November 2012 - 02:05 PM
Hello,
So, I have CSM working. Looks great. In order for it to work properly, I need to figure out the cascade index in the pixel shader and then do the multiply with it's 1 of 4 matrices (one for each map) again in the pixel shader. I'd rather do this in the vertex shader, but then I get shadows with lines across it (shadow, no shadow, shadow, no shadow, etc.).
Is this possible to do in the vertex shader? If so, any ideas how?
Maybe I can't do this because of the nature of the shadow, it really does need to be a pixel operation. It just sucks I have to pass all 4 matrices into my pixel shader for the operation.
Thanks
Jeff.
So, I have CSM working. Looks great. In order for it to work properly, I need to figure out the cascade index in the pixel shader and then do the multiply with it's 1 of 4 matrices (one for each map) again in the pixel shader. I'd rather do this in the vertex shader, but then I get shadows with lines across it (shadow, no shadow, shadow, no shadow, etc.).
Is this possible to do in the vertex shader? If so, any ideas how?
Maybe I can't do this because of the nature of the shadow, it really does need to be a pixel operation. It just sucks I have to pass all 4 matrices into my pixel shader for the operation.
Thanks
Jeff.
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