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Promit

Member Since 29 Jul 2001
Offline Last Active Yesterday, 10:36 PM

Posts I've Made

In Topic: Movie IP rights

Yesterday, 05:48 PM

It varies depending on the exact deal that was struct bringing the movie to the market. The publisher is most likely to hold the IP, but sometimes the actual production studio does. In any case, if it's not some random indie thing your likelihood of getting rights - or even a response - is in the "lottery odds" territory.


In Topic: Increased frame time with less workload

23 May 2015 - 05:32 PM

I suspect your low frame rate is hit when you look in a direction that causes polys to be drawn to the viewport back to front.

A depth prepass would be an easy test.

In Topic: Increased frame time with less workload

23 May 2015 - 03:18 PM

Is backface culling enabled?


In Topic: what Motor/ Cognitive skills are required in this game?

22 May 2015 - 11:34 PM

I work on game development for a Neurology lab, and as a result get to spend every day chatting with neurologists/neuroscientists and looking at how those things relate to game development and concepts that are common in our world. 

 

Coming from that as my day job, reading you guys discuss it from the outside is an absolutely fascinating experience.


In Topic: software rendering win32

20 May 2015 - 10:07 PM

It's mostly doing it through GDI in the code you shared previously that was never really an acceptable course. If you want to do a full soft renderer, the way to do it is actually to spool up a window using the hardware renderer in D3D, request access to the backbuffer, and then modify the pixels there. The actual rendering part of the code won't really change much at all from what you had before, it is just a lot more efficient to upload to video memory this way.

 

See this document for the basic instructions on what to do, after you have a D3D 9 device up and running: https://msdn.microsoft.com/en-us/library/windows/desktop/bb172231%28v=vs.85%29.aspx

 

Of course it would also be a substantial performance improvement to use SSE 1/2/3/4 vector instructions to compute things.

 

You asked one more question previously which was drowned in all the noise, regarding cracks between polygons in a rasterizer. I think this article may have the answers you need: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter42.html


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