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Alex B.

Member Since 01 Oct 2013
Offline Last Active Apr 11 2014 08:44 AM

Topics I've Started

Entity Component System and Parent Relations

05 March 2014 - 02:58 PM

Hi there,

 

our team is trying to build an data oriented entity component system for our game.

 

We understood in most cases the benefits of the system. But we are struggeling with the parent relationships a scene graph qould give us. For example you got a transformation change of a matrix. So all childs related to this matrix get updated in relation to the parent.

 

How can such relations be built in an ECS? Or do we have to run a scenegraph together wit h the ECS?

 

Thank you!


C++ DirectX Renderer Design

14 January 2014 - 06:18 AM

Hi there,

 

maybe somebody could help me with some thinhgs I don't understand yet.

I've read the book Practical Rendering & Computation with Direct3D11 and read the source code that belongs to the book.

 

http://hieroglyph3.codeplex.com/SourceControl/latest#trunk/Hieroglyph3/

 

I pretty much understand what he does. But there are some questions where I'm not sure:

 

-Is it common to wrap up everything in that way it is done there? Cause I looked over other source codes and I couldn't find another renderer that is split up that heavy. (Maybe performance?)

 

- I've read very often that it's not a good idea to let the models render  them selves, but there we got Entities that got a render method. That methods loads the pipeline with the instructions and let it draw it. Is this now how it should be done or not?

 

- There are more apps (for ex deffered rendering or ambient occlusion) that inherit from the base app. If I would do a framework and use it in a game: I wpould have for example do a deffered renderer that inherits from it and send my render queue to it? or even a forward renderer and so on?

 

- Everytime he inherits the app there is pretty much to do again. Is it the way it would be done, or is it more common to get the initialization somehow together that works somehow generic? so i just would have a call like

 

for(i < rq.length; i++)

{

     rq[i].render(); //here are some renderables in.

}

 

thank you!

Alex


Some things about memory management

25 December 2013 - 07:08 AM

Hi guys,

 

I'm working currently on a memory management system for a game engine.

I've read a lot of articles and books about it and think I understood the main part, still there are some questions:

 

 

If I understoo it right you have to take the memory youwant to use over the game ap as a static field.

 

fr example i got an linear allocator:

I would do something like this

 

char* subsystemMemory[2048];

linearAllocator.start = subsystemMemory;

 

char* renderSystem = linearAllocator.Allocate(sizeof(renderSystem), 4);

 

So to say I could do a file, where i declare all of the memory as static and use it over the game?

 

Next would be the alignment: Do I have to align my memory always in the type of the system im working? example: 32bit 4 byte align and so on?

 

Last I know about linear, stack, double-ended stack and pool allocators. Are there more that I should learn about?

 

 

Thank you for your time and merry christmas!

Alex


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