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Member Since 05 Jul 2011
Offline Last Active Feb 04 2014 08:01 AM

Posts I've Made

In Topic: Sharing my 2D platformer demo

04 February 2014 - 12:20 AM

Probably. But i'm not really announcing or promoting a game. More like a sample demo implementation for game programming. The framework developed isn't even for the platformer genre. Its just a generic framework surveying game systems; But it still handled it pretty well i think. Its not even a complete game. Its just a gameplay demo. But the intention was just to share the code used for the demo. Thank you for your feedback though.

In Topic: Updating constant buffers?

29 August 2013 - 06:12 AM

Well that is untill you bind another shader off course or another buffer on the same slot.

lol funny i was actually thinking about that when i posted my answer. Then i realized i was sort of implicitly rebinding shader resources every time i bind a new shader in my engine.



Not quite true : http://msdn.microsoft.com/en-us/library/windows/desktop/ff476457(v=vs.85).aspx


Return value


This method returns one of the Direct3D 11 Return Codes.

This method also returns DXGI_ERROR_WAS_STILL_DRAWING if MapFlags specifiesD3D11_MAP_FLAG_DO_NOT_WAIT and the GPU is not yet finished with the resource.


You cant just update an already binded constant buffer, that may cause unexpected behavior

Are there any reason or practical usage to create the buffer with the D3D11_MAP_FLAG_DO_NOT_WAIT flag?

In Topic: Updating constant buffers?

28 August 2013 - 10:52 PM

If you're using the same constant buffer then you don't need to keep on re-binding them after the first bind every time you update the constant buffer since its already bound in the pipeline.

In Topic: A proper way for help screen?

28 August 2013 - 08:51 AM

i forgot the word anchor so i used the word position locking instead but thanks for bringing that correct word up.

In Topic: A proper way for help screen?

28 August 2013 - 08:06 AM

In addition to these UI scene data as what NightCreature83 said. The nodes representing a UI element may have other attributes associated to it. Like position locking and position ratios relative to the screen. This can be useful especially if your game runs on different screen sizes as they can just automatically adjust based on these attributes than having an absolute position values.