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Member Since 06 Mar 2012
Online Last Active Today, 07:36 PM

Posts I've Made

In Topic: Monogame explorer crashes when doing a simple shader?

05 July 2015 - 06:11 PM

You have to actually restart your computer? Could be a graphics driver issue then. Are they up to date?

In Topic: Cut-Scene using Directx11

23 June 2015 - 05:04 AM

At some point I will look into this myself although I have other priorities first but I have a strong feeling that Microsoft Media Foundation might be involved.


I don't have any idea yet how one would render the last frame of an in game video at one point and present the first frame of a dx11 swap chain right the next but I guess it can be done if AAA games do this.

In Topic: Hi there, freshman here =]

18 June 2015 - 06:00 AM

I'm much more acquainted with C++ than Java but lots of people will tell you the same thing.
At your level it's better to stick to the language you are familiar with, learn it really well, learn to use external libraries then try to find an API that allows simple 2D drawing and attempt simple games like pong, tic-tac-toe, etc.
Another step up are Tetris and pacman. Zelda is hardly that simple a game but when you feel really comfortable at this step then you can try.
The next step would be to use a 3D API.

In Topic: Why do you need the .h .cpp AND .lib files?

16 June 2015 - 07:13 AM


Why does it need both the .h and .cpp source files and the lib? Don't the source files tell it everything it needs to know (what the functions will do etc)? Doesn't it create the .lib file from the source files?



The way I understand what you're trying to do I believe the following steps happen:


1. CMAKE generated a solution/project from a more generic, cross-platform distribution of code files. eg: it created your sln & vcproj files for Visual Studio if that is your IDE, and added .h & .cpp files to relative locations the project can find.


2. That project uses the .h & .cpp files to create the .lib file (it didn't pre-exist before this step)

3. In another project where you 'consume' the library functions you can now include that .h file & .lib file

In Topic: Async asset loading

13 June 2015 - 01:38 PM

Thanks MJP. I think it means I can use number 1 after async load of a file resource.

The second link you provided I had already read before but now that I've spent such an amount of time catching up on syncing primitives etc i noticed that I had overlooked something which I probably didn't pay attention to the first time.

"Each ID3D11DeviceContext is singlethreaded, meaning that only one thread can call into a device context at a time. If multiple threads wish to access a single context, they must synchronize outside the API, using locks such as critical sections."

So I could in theory map/unmap using the device context in another thread if I use a CRITICAL_SECTION. Not sure it's something that'd cause visible glitches though so I might as well stick with option 1 though I think I'll try 2 just to see how well it works.