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Member Since 28 Oct 2002
Offline Last Active Jul 13 2016 08:45 PM

Journal Entries

Yckx's GameDev Journal > Diversions

Posted 01 December 2011

I actually did some coding yesterday and today. GitHub says it's been about six weeks since I've committed any changes. I blame Batman: Arkham City, Dark Souls, Assassin's Creed: Revelations and Star Wars: Tho Old Republic beta weekends, and various holiday preparations. I imagine I won't get any more real coding time in until the second...

Yckx's GameDev Journal > Decisions, Decisions. And an Aha!

Posted 12 October 2011

I've thought all day about how to compile all the maze meshes into one static vertex buffer. Right now, each corner and straight section is its own mesh, which gets transformed every frame. That's 1632 needless transformations. The issue is how and where to create an ID3D11Buffer* initialized with the pretransformed verts of all the wall meshes. The...

Yckx's GameDev Journal > Return of the Cage

Posted 11 October 2011

It took longer than I'd expected to return to this point, but here I am:

Posted Image

And to be honest, I don't care that it's taken me a while. I'm having fun, I'm happy and satisfied with the improved quality of (most of) my code, and I have mo deadline to meet....

Yckx's GameDev Journal > Progress!

Posted 06 October 2011

I've taken a lot of time and care over the rendering code the last several days. I'm also using DirectXMath SIMD optimized datatypes and functions. Memory alignment is something I'd never really dealt with before, and it took a bit of time to get used to, but things are going swimmingly now.

The below screenshot doesn't look like much, but...

Yckx's GameDev Journal > Abstraction

Posted 01 October 2011

I've spent my coding time the last couple of days refactoring my Renderer class. Up until this point, all the D3D code was in Renderer. It worked, but it was difficult to easily pick out what was going on when looking at the code. So I decided to create wrapper classes for the various D3D11 interfaces I was using. My code is much cleaner now, and I can...