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Member Since 24 Jan 2013
Offline Last Active Oct 01 2016 02:50 PM

Posts I've Made

In Topic: D3Dlock_Nooverwrite Erratic Flashing

21 July 2016 - 08:47 AM

Ah OK, thanks for the responses! Strange how it worked perfectly on my other computer! I guess a good approach might be to have a fixed-size buffer to hold, say, 100 tiles and I can loop through my tiles to add them into the buffer using D3DLOCK_NOOVERWRITE. Then when I fill up the buffer I can draw every tile in there, then lock it with D3DLOCK_DISCARD and fill it up from the bottom again. i.e. draw 100 tiles at a time, emptying the buffer for the next 100.

In Topic: Dealing With Quadtree Terrain Cracks

20 July 2016 - 11:48 PM

Thanks very much for the replies. I really like the idea of averaging the positions of the vertices - that should need very little overhead at all.

I've wondered about whether my algorithm can ever give me a situation were two adjacent tiles differ by more than one LOD value, but having tried a bunch of things empirically, I think it naturally enforces this. The decision to split a cell is based on camera distance as a multiple of the cell's side length which seems to produce cascading areas which differ by one LOD only.

I'll give these ideas a go and see what happens :)

In Topic: Dumping every frame to an image file

06 February 2016 - 06:03 AM

Hey, thanks for the replies everyone:


- cozzie: Basically, my program is a demonstration of a simple autopilot program which is used to control a spacecraft in two dimensions. All I have to do is set the program running and the autopilot algorithm does the rest. Setting a fixed time-per-frame ensures the results are consistent and the autopilot is using a fixed timestep for each update. Hence there is no need for a good realtime framerate when I am capturing the video, I just need to make sure I can save every frame in sequence. So the answer to the second question is no - I like to render them on-screen so I can see what it's up to, but it's not totally necessary.


- Hodgman, harveypekar: I'll give those methods a go, thanks for the help :)

In Topic: Creating a custom sprite class

03 November 2015 - 02:55 PM

Thankyou very much for the help, this has allowed me to create a working quad class :)

In Topic: Finding the current average of an indefinitely increasing sequence

03 November 2015 - 02:54 PM

Great - the moving average method is what I was after. As predicted, now that I know about it, it makes perfect sense!