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Member Since 09 Dec 2001
Offline Last Active Yesterday, 07:23 PM

Topics I've Started

Emscripten and Visual Studio 2013/15

17 August 2015 - 07:02 PM

I have been searching for a working sample of Emscripten in VS 2013, but none of the samples work.

I know it's officially supported in vs 2010, but I'm hoping not to have to install 2010.

Thanks for any input.


17 January 2015 - 08:07 PM

I have been writing many script files lately, and I was wondering if any of these exist, or what needs to happen to make them exist.

I'm looking for an editor that could support intellisense, compiling against my exported script members etc...

I'm on windows and using visual studio 2013. Can this be accomplished, or even an external editor with this functionality.

Thanks much

Focus and center on model

13 January 2015 - 07:47 PM

I'm working on an editor, and have many features working properly. Now I'm working on a few tweaks. One of them is being able to focus on the model when double clicked. I have played around with it, but haven't quite figured out the algorithm.

Given an objects transform and bounding box, what do I need to do.

Exporting Projects

03 November 2014 - 07:16 AM

Currently i have a cross platform engine and multiple samples that i have created by hand in different IDE's for testing.  Now i want to take it a step further, and export template builds from my Editor, ala Unity. 


Has anyone had any experience with this. 


For example, i have an base example project in Visual Studio 2013, that i can create the stock application from.  I would like to have within my editor provide the name and other properties of the project, and then click a button and have it build that exe, or project for debugging.


Thanks in advance.

Deferred Context

27 September 2014 - 07:39 PM

I'm trying to understand how one would utilize the deferred context, as opposed to the immediate context. Currently, my engine uses only the IC, but i have multithreading implemented in the engine, i use it for Frustum culling of objects and lights.


Given a scene that has 12 unique objects, with seperate VB/IB and materials. 


Currently, my engine would spawn N Threads, on my system it's 4. Each thread would be given 3 objects to frustum cull, and return the results. After the culling, let's say i had 4 objects that were visible.


At this point, would each worker thread continue on, rendering to a deferred context, after each completes, they would finalize, and execute on the immediate context ?