Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 12 May 2004
Offline Last Active Feb 26 2016 02:57 AM

Posts I've Made

In Topic: Vulkan is Next-Gen OpenGL

19 February 2016 - 05:26 AM

Will it be possible to build a reasonably good version of opengl interface implemented on top of vulkan?

I'm thinking that vulkan is supposed to be easier and smaller to implement than opengl so is less likely to have subtle bugs, and then if opengl can be implemented on top of it then the same opengl library can be shared across different hardware providers meaning that they are more likely to have the same bugs & features.


In Topic: Two directX12 questions

13 August 2015 - 06:17 AM

Ah yes, that makes a great deal more sense.

So I can just keep a "pool" of buffers for each constant buffer and reuse them as the API finished with them.
I guess D3D11 is doing this behind the scenes for me anyway

In Topic: Two directX12 questions

12 August 2015 - 02:14 AM

My understanding then is that I need to create all buffers in my DX11 code fully initialized at create time and never overwrite them then? That if I want to charge the value I create a new buffer with the new contents?

If that's correct how do I handle constant buffers that I need to change every frame? Create a new one every frame? That seems expensive?

In Topic: Two directX12 questions

11 August 2015 - 10:22 AM


Ok thanks for the comments on resources too. I can likely change my d3d11 code to work closer to that way too without any great loss.


In Topic: manging lifetime of textures/buffers etc

24 June 2015 - 02:41 AM

After considering this some more I realized there isn't a code issue here, the issue is that I'm trying to design my game too much "bottom up" without considering how the low level compents will be used. it's clear now that I'll have some kind of "Level" class which represents one game level or world and that will load all of the ressources that items within it need when it is created and release them when it is destroyed. No real need to reference count or track usage. Just create everything on startup and release it on destruction. Other subsystems such as UI do similar with their own lifetimes.

I guess the issue here is the one that people mention. Trying to build an "engine" rather than a game without having the previoius experience to understant how the engine will be used. (Not building an engine on purpose, its just how it works out if you do bottom up design only).