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Member Since 13 Oct 2004
Online Last Active Today, 06:25 AM

#5313237 peekmessage while vs if (main/game loop)

Posted by on 29 September 2016 - 07:31 AM

Thanks guys, clear. I can continue with my nice new engine :)
Will keep you posted

#5309200 Need a very simple collision detection for walls. ( 3d )

Posted by on 02 September 2016 - 11:49 AM

Not knowing how many walls, needed flexibility etc, there are a lot of options.

If it's just for a test, you could get away with setting static boundaries where the walls are. For more flexibility I'd go for AABB checks or OBB / worldAABB if orientation is an issue.

#5309198 What to do if I cannot finish my game for a competition before deadline?

Posted by on 02 September 2016 - 11:44 AM

I agree with lactose that you have to accept you've lost 362 days and only have 3 days.

Keep things very very very small and simple. Delivering something small but polished/ crash bug free is better then delivering something ambitious that's for from finished and doesn't work.

#5307909 [SOLVED]HLSL Syntax Clarification

Posted by on 25 August 2016 - 03:25 PM

I think it means that it's value cannot be changed within the shader (unless you copy it to a local variable in your shader).

This makes sense, because your eyePos is sent from your application to the shader, to be used as a 'constant input'.

#5307077 Engine design v0.3, classes and systems. thoughts?

Posted by on 21 August 2016 - 03:50 PM

Thanks for the input.
I understand that one design diagram doesn't answer all questions.

It's purpose is to have a guideline while developing the engine along the way. It's a combination of my last engine and things I ran into.

And to be honest, I will for sure run into things and will improve it along the way. What it saved me already is lots of time writing duplicate code or unlogical inherited classes etc. Especially the part with the 2 buffers, reducing all scene classes by almost 50%.

So again, Thanks.
I'll surprise you with a nice demo in a while and perhaps a new game using the engine.

#5306400 DirectX 12 by example. A blogpost.

Posted by on 17 August 2016 - 02:18 PM

Nice job, I believe the article is good for people trying to understan directx12.

In my case I went through it diagional, but it's a bridge too far for me.

#5306300 Engine design v0.3, classes and systems. thoughts?

Posted by on 17 August 2016 - 01:48 AM

Thanks for the valuable input;

- as for the prefixes, this is and will always be a matter of taste. I'll take it in consideration :wink:


@Josh: thanks, this is a good thing, because I've made it myself based on own insights and the d3d9 engine I've created before this.

Regarding high-level, I fully agree; maybe I will make a separate dependencies overview, because combining both will definately not make it better readable.


@Irlan: thanks, this helps in defining the systems and what will belong where. I'll definately go for LIB's per system. This also helps readability of the projects further on. I'll also have to create a smooth build proces, because there will never be a moment that a system/ LIB is final :)

I'll think about the UML's, I did this once before, when I made a game with my d3d9 engine, this helped in that specific case.



@Mike: I'm not sure that I can read your example better then a Set/ Get function, but I understand the point, maybe it's a matter of getting used too.

#5306246 Engine design v0.3, classes and systems. thoughts?

Posted by on 16 August 2016 - 04:18 PM

Hi all,


Last half year I've been learning D3D11 and I've now decided not to refactor my existing D3D9 engine, but instead develop a new one from scratch (reusing modules/ components where possible). But before I run off and start creating classes, I've made a high over design as a guideline, with the systems and classes I'd like to use.


I really like to hear your thoughts on this approach and design.

Any input is appreciated, better now then further in the development process.


Side note; the design is a guideline and will be a 'living document' as I progress through development.



#5305910 render huge amount of objects

Posted by on 15 August 2016 - 03:13 AM

Not sure if I understood you correctly, but if you're using 10 CBuffers to render 10 boxes with some (forward) lighting, you could do with 2 constant buffers (not 10):


1. a CB per frame, containing possible viewProjection matrix and your light properties (for multiple lights)

2. a CB per object, which you update for each update, after the last one is drawn


Both having a corresponding C++ struct in your code.

If you're using 10 different CBuffers, that might explain a part of the unexpected performance.

#5305773 render huge amount of objects

Posted by on 14 August 2016 - 11:57 AM

Same here, show some details and we'll take a peak. Assuming the boxes are made up of 8 vertices and 12 triangles, I agree that it's not OK.

It also helps to no on which hardware/ GPU you're running it (just to be sure)

#5305718 Preparing for a 'XBox one' code stream

Posted by on 14 August 2016 - 04:15 AM

I think you're absolutely right on the marketshares and thoughts around that.

Maybe I should explain my assumptions:


1. Aim at windows 7 and higher, using

- win32 (not UWP apps)

- win 8.1 SDK (not using UWP stuff, just 8.1 because it came as latest with VS2013)

- directx/d3d11

- libraries that are assumed 'compatible' with XBox one for future usage

(accepting that relatively small changes are needed when this moment arrives)


2. Aim at windows 10, multiple windows platform, using

- UWP applications

- win10 SDK

- .. etc


I choose to follow the path of 1, keeping in mind that my codebase (engine + game) is flexible enough and sort off prepared for future releasing on XBone.

My plan is not to deliver UWP apps in a windows store for mobile phones, mobile devices etc..

#5305717 Is it pathetic to never get actually helpful answers here?

Posted by on 14 August 2016 - 04:11 AM

I don't believe it's pathetic, it might be like others said that your ask for help/ questions isn't explicit enough.

Normally everybody can go for it if they really want it.


Always know that the answers people give are with the intention to help, which in some cases might be to advice you to go a dit deeper and ask your question more explicit.


On the forum side in general, I have the opposite experience, so it's definately possible (and I'm not a professional programmer).

#5305675 lpCmdLine, open with and spaces

Posted by on 13 August 2016 - 04:40 PM

Hi all,

I've tried to create a simple win32 application that takes a filename as input parameter, using lpCmdLine:

int WINAPI WinMain(HINSTANCE hInstance,
				   HINSTANCE hPrevInstance,
				   LPSTR lpCmdLine,
				   int nCmdShow)
	std::string inputCmdLine = lpCmdLine;

	std::wstring inputFilename;
	inputFilename.append(inputCmdLine.begin(), inputCmdLine.end());

	std::ifstream exists(inputFilename);

// do stuff

This kinda works, when I place the release executable in a folder and from that same folder I drag a file to the executable.

But there are 2 situations where the filename is not found/ is not interpreted correctly:


- use a input file with spaces in it's filename or it's folder where it's stored

- use the 'open with' function in windows explorer


In both these cases the result is that the string gets a " (quote) at the beginning and at the end, causing the filename not to be processed anymore.

I've tried to go through to the string and if I encounter a " (quote) remove it from the string, for example:


"test.dds" becomes test.dds.


But I still get the same symptons, aka not working.

Do you have any idea how to tackle this?

#5305610 Estimating development time

Posted by on 13 August 2016 - 03:31 AM

My share;
1. Create a GDD/ plan, with a black and white scope
2. Make all deliverables small enough that you could deliver them without doubt or interpretation
3. Estimate per deliverable

#5305607 Preparing for a 'XBox one' code stream

Posted by on 13 August 2016 - 03:16 AM

Thanks, this sheds quite some new light on it. To be honest, so far i've never done anything with UWP (and was trying to keep it that way :)) I just use the win 8.1 API because it's the default/ last one with vs2013. And since I'm not targeting dx12 yet that should be fine. Or should I go for the win10 SDK, just to be sure?

Either way I'm not planning to leave win32, because I believe that my targetgroup will decrease rapidly when I go for win10/UWP apps.