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MAD UNICORN GAMES

Member Since 29 Nov 2011
Offline Last Active Yesterday, 03:37 PM
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Posts I've Made

In Topic: engine design

14 December 2012 - 03:58 PM

Its hard to answer your question will such little information.
A generic answer would be to have your engine process everything and then shoot the processed information to your graphics API and thats where your shader code would be.

You may need to provide more information so that others can input more specifically.

In Topic: Does it get easier to remember everything DirectX?

14 December 2012 - 03:42 PM

It isn't always about remembering every keyword or function provided by DirectX. Yes, through constant use you will be able to recognize when you can use a function available by DirectX's API. The purpose of the online reference is to alleviate the need for you to remember everything. My advice is to read through your book so that you are familiar with the API but not to stress memorization. Work the examples too. Programming graphical interfaces and 3D software is supposed to be fun. Do not turn it into a college course unless you are being graded and have paid tuition prices. Additionally, let your creativity guide your study.

In Topic: How hard is it to make a game if… ?

14 December 2012 - 03:35 PM

My recommendation is to think it through. If you are interested in all aspects of developing a game then it may be benificial. Understand that if you really have a passion, it will require tremendous amounts of time and effort to become proficient. ANYTHING is possible and where there is a will there is a way. If you plan on learning programming, BUY BOOKS and Read them. Good luck!

In Topic: Should rendering geometry and physics geometry separated?

30 October 2012 - 09:58 AM

It's better practace to seperate the two, it will provide the most advantages in the long run.

In Topic: 2D tile level drawing performance, which of two approaches is best?

30 October 2012 - 05:39 AM

Would it be better to just render the first 17 columns and then have a routine that pushes the next column set into the current level array and remove the "left most" ones as the player moves right and vice versa? Would this improve performance?


As i posted earlier. I believe the solution is to have the tile system an array which can be immediately referable to the display.

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