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Member Since 18 Mar 2013
Offline Last Active Sep 13 2014 03:24 PM

Topics I've Started

DOOM announced! Will be revealed in QuakeCon 2014. Opinions?

11 June 2014 - 01:51 AM


I can't wait for this!! been waiting more than a decade for this so I really hope the wait is worth it. But seeing how well received Wolfenstein: The New Order was, I'm positive this one won't disappoint either.


What do you guys think?

The next Unreal Tournament is going to be a free, open-source game made in UE4. Develop...

08 May 2014 - 02:49 PM


The catch is, you have to be a UE subscriber to contribute :/ What do you guys think? Is subscribing worth it, for contributing to UT?

D3D11CreateDeviceAndSwapChain() vs IDXGIFactory::CreateSwapChain()

29 December 2013 - 02:10 AM

Which one is better? In frank luna's book, they use a few COM queries, then call IDXGIFactory::CreateSwapChain. But you can do that with a single call of D3D11CreateDeviceAndSwapChain() (also creates the device so that's a plus). So I was wondering, is there a catch with any of this? What can I/can I not do if I initialize my DIrect3D layer using D3D11CreateDeviceAndSwapChain() ?

Win32 programming, relevant in windows 8?

08 December 2013 - 10:50 AM

I've come across many game programming books which use win32 programming (windows.h) for the game window. But I'm wondering, since windows 8 is out, is it still useful to learn this? Or should I switch to metro style windows instead?

Game engine as a portfolio project

02 September 2013 - 09:54 AM

Hi, I've always been fascinated by the idea of writing game engines..and I wanna see myself in the future as an engine programmer. I'm currently 19, in my second year of undegrads(CS), and with 3.5 years of C++ programming experience, on my way on reaching the intermediate level. After going through quite a few threads related go game engines, I've decided to first learn directX, create a small FPS using that for graphics, then bring all my code together and using it, frame my own engine. After that, learn python for scripting, and learn a suitable physics library (Looking at physx and bullet) for physics in-game.


The thing is, I'm not really into making (only)games, I'm more into the low level subsystems that come together to make that game.. so what should I build for my portfolio which would show off my engine programming skills? Are tech-demos okay? Or should I do something else? If yes, what should it be?