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Dancin_Fool

Member Since 13 Jun 2004
Offline Last Active Nov 20 2014 04:29 PM

#5191857 What to do if a coding project starts to feel too complex to handle?

Posted by Dancin_Fool on 08 November 2014 - 05:20 PM

Yeah I find when a project is getting too complex it's time to take a step back and take a look at the bigger picture.




#4975245 Game UI

Posted by Dancin_Fool on 31 August 2012 - 04:01 PM

Almost universally each engine provides its own GUI libraries so no game companies don't use 3rd part UI libraries.


Extremely untrue, a lot of companies use scaleform or their own flash interpreter for their UI. There are also a few other 3rd party frontend options out there.


#4961166 Hardware Occlusion Queries, why use them next frame?

Posted by Dancin_Fool on 19 July 2012 - 10:17 PM

The difference with your example of deferred rendering is that with a deferred render, or any technique that has multiple render passes, is that you never actually read back that render target on the CPU. You're only using the data as a texture that's being fed into the next render pass. So there's never a stall from having to copy the data back to the CPU.

With occlusion queries though you need to read them back on the CPU side. That's why developers wait a frame with them.


#4956092 Question regarding job description

Posted by Dancin_Fool on 05 July 2012 - 02:45 PM

They're also probably referring to consoles where you might have higher level access to the hardware.


#4955677 Sprites, primitives and depth testing

Posted by Dancin_Fool on 04 July 2012 - 11:55 AM

With depth testing enabled, the drawing order for alpha objects matter. The problem you're seeing is caused by the first object filling the depth buffer with a quad so when the second object which is behind draws it's tested against the depth buffer which contains a quad so that area is clipped out rather than alpha blended with the object in front of it.

This is a common problem with alpha blending. What you want to do is sort your objects from back to front before you render them. Even if you are submitting these objects out of order, if you queue them up in a buffer you can sort that buffer before you actually submit them to be rendered.


#4951112 Memory adressing.

Posted by Dancin_Fool on 20 June 2012 - 02:46 PM

If I'm not mistaken, using +1 since it's a short the compiler will assume that you want to increment by 2 bytes. What you'd need to do is cast it to a char* and then do the +1 like this
short hum;
memset(&hum, 0, sizeof(short));
memcpy(&hum, "H", sizeof(char));
memcpy(((char*)&hum)+1, "U", sizeof(char));

or you could do something like this

short hum = 0;
char* humPtr = (char*)&hum;
*humPtr = 'H';
*(humPtr+1) = 'U';



#4896727 DirectX scaling pixelated textures

Posted by Dancin_Fool on 22 December 2011 - 10:29 PM

I think you have to change the filter mode in your sampler description.

if your using direct3d 11, then when you fill out the D3D11_SAMPLER_DESC change the Filter member to D3D11_FILTER_MIN_MAG_MIP_POINT

the same is for direct3d 10 except you use D3D10_FILTER_MIN_MAG_MIP_POINT.

I hope i'm right, at least it worked for me when i wanted to keep my images pixelated when they are stretched


Yeah that's exactly the problem. What you're seeing is the bilinear filtering being applied to each pixel resulting in a blur across the pixels. Setting it to point will get rid of the blurring. Also if you only need alpha as being on or off you're probably better off using Alpha Test instead of Alpha Blend.


#4874514 Help with jumping

Posted by Dancin_Fool on 19 October 2011 - 06:38 PM

???

Posted Image




#4775762 I got beat up by a cop

Posted by Dancin_Fool on 18 February 2011 - 02:21 AM

Vancouver cops are out of control. I had a buddy that was in a very similar situation, cops beat him up really bad. Whatever happened to innocent until proven guilty? I would definitely file a complaint as well as look into some kind of civil action. We need to do everything we can to get those kind of people out of positions of power.


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