Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 09 Jun 2005
Offline Last Active Today, 02:01 AM

Topics I've Started

Drawing 2D Volumetric Lines (Without Geometry Shaders)

02 October 2015 - 05:24 PM

My game was originally written using OpenGL [ES], and thanks to libANGLE, I was able to port my game to Direct3D11 almost effortlessly.  Now I have run into a small problem, there is no equivalent in D3D11 to glLineWidth (not even ANGLE supports this; plus the devs explicitly stated it will not be supported).  So atm, the best I can do would be to draw a volume line using a triangle strip.  The problem is, I'm having trouble wrapping my head around the math required to do it.  As stated above, I'm intentionally not using geometry shaders.  This is because my game has to support 9_3 for Windows Phone and Surface models that don't support anything higher.  And yes, I have been googling this for quite some time now, still haven't quite found what I'm looking for.  Any ideas?  Thanks.



GPU load/temp monitoring for Intel?

24 September 2015 - 08:37 PM

Okay, I've been given the task to write a GPU load and temperature monitoring tool as part of an automated test suite for my job.  Since I'm under NDA, I won't get too detailed about my project outside of what is publicly available.  We have two devices, one with an Intel 4600 GPU, and the other is a Quadro K2200.  For the NV stuff, that's easy.  I can use NVAPI to get exactly what I need.  For Intel, I can't seem to find a similar library.  If necessary, I may have to do something on the driver level, hopefully not, but this has got to get done ASAP and we're shipping in Q1 next year.


As usual, I tried doing a bit of googling, and wasn't able to find what I needed.  Any ideas?  Thanks.



Wyoming's Eyeball Smuggler

30 August 2015 - 11:32 AM



Police saw an El Camino speeding and swerving down 144 S Ctr Street Thursday night and immediately pulled the car over. During a routine field sobriety test, the officer saw several eyeballs slide from the suspect’s pant leg onto the asphalt.


Feeling they could have a potential murderer on their hands, police quickly drew guns and cuffed Roy Tilbott, 51, of Casper. Tilbott was quick to assure police that the eyeballs were not human, but instead harvested from cows. Tilbott said he had taken 30 cow eyeballs from Johnson Meats (a slaughterhouse) where he is employed as a meat cutter and smuggled them off the premises in his rectum.


“Company won’t let us take animal scraps home and instead toss them in the landfill,” Tilbott said in the police report. “They’re a very wasteful company. We should be allowed to take scrap meat and other parts home. The company should start a green initiative. They don’t even have recycling at the plant.”


Tilbott explained his actions: “I enjoy eating bovine eyeballs and smuggling them out in my colon was the only way I knew how to get them out without potentially getting caught and fired.”


Tilbott admitted to police that he has been smuggling out eyeballs nearly every day for several months. “I put them in soups,” Tilbott said. “They’re beneficial for erectile dysfunction, which I currently battle, but I also just like the texture and taste.”


Tilbott was arrested for driving under the influence, his BAC nearly two times higher than the legal limit. Tilbott also had several large carving knives concealed under his seat, which police potentially believe to be stolen from Johnson Meats after Tilbott said he’d never seen them before.


Police are waiting to talk to Tilbott’s employer before they potentially charging him with theft of the eyeballs and knives. Johnson Meats has not released a statement regarding the incident.

Oh my... it doesn't get much sicker than that, or does it?


Makes me wonder if they use this stuff in viagra or cialis and those other ED drugs they constantly advertise on TV...



What's your experience with building Windows Metro apps?

30 August 2015 - 12:42 AM

Since I have a really hard time finding devs that know anything about this, I thought I'd ask everyone here at gamedev to share their experiences with Windows Metro development (Windows 8/10, Surface, and Windows Phone).  I wouldn't be surprised if next to none of you have ever bothered with it, but I'm running out of places and people to turn to.


I'll start with mine.  My experiences have been both good and frustrating at the same time.  It's been really hard finding tutorials that teach you how to write a DirectX game from scratch, and so far I've only found one at directxtutorial.com (which asks you to buy a subscription for $50 after the first few examples).  I already know DirectX in general, so the biggest challenge for me was learning the C++/CX APIs associated with Windows Metro.  Since I don't have $50 to spare right now, I tried googling for more info, with limited results.  Finding examples on how to use the various event types wasn't very hard, but it wasn't all that easy either.


So far, I really like C++/CX.  It feels like it was meant to bridge the gap between C++ and C#, as it takes some of the good features from C# while still giving us the greatness of C++.  It's never something I'd rely on since it's not portable, but I still like it.


At my job, I've been given a secondary task of porting my game to Windows Metro, plus the id@xbox guys would like to see my game ported to Windows 10 with Xbox Live achievements and leaderboards (that's why I'm working so hard on it lately).  Since my game uses OpenGL [ES], OpenAL-Soft, and POSIX threads, that would usually mean rewriting a large part of the game just to get it running on a Microsoft platform.  Fortunately, Mr. Hodgman pointed out the ever so useful libANGLE which wraps OpenGL ES functions to Direct3D11, and someone out there ported OpenAL-Soft to Windows Metro using XAudio2, saving me lots of headache.  But what about the POSIX threads?  I had to grab the source code to the Win32 pthread library and port it to Windows Metro myself.  It wasn't hard, but I did have to remove some redundant functionality, and redirect some unsupported functions like WaitForSingleObject, CreateEvent, etc. to their "Ex" counterparts.  This weekend, I've spent a great deal of time trying to learn how to do the most basic things, such as include resources and .dll files into your app bundle.  Fortunately, adding such files was as easy as dragging and dropping into a folder in your project solution, then telling Visual Studio that these are content files.  Similarly, .dll files were also copied to a folder in your Visual Studio solution, and treated as content.


Since my game has some .c files, I noticed that Visual Studio would not compile those.  So I had to disable Windows RT for those files in order for them to compile.  Same with a few .cpp files, which wasn't that big of a deal. 


At the above, this is where all the easy stuff ends.  I find these next things to be very hard to do (even though they sound very basic and trivial).  When I had missing .dll files, I would simply get a complex and unfriendly error.  Only when the debugger was on, would it alert me that it was a missing dll that causes the app to fail.  In fact, it doesn't even tell you which one it is!  I seriously don't know what Microsoft was thinking.  What I had to do was download an old program called "Dependency Checker" to find out what .dll files this app depends on.  It worked and helped me solve my problem, but Microsoft should have added a message telling us what was missing.  Now, this is the one thing I haven't found out with all the hours of googling and searching through MSDN.  How to setup folders within your app, and where is the app's temporary folder location?  I tried right clicking the folders to change the properties, but no such options come up.  I can't seem to create directories either.  Until I can figure this out, I can't actually go any further with my game port.  How do I deal with this?


So, that's been my experience with Windows Metro.  It's all dandy.... assuming you can find the information you need as a beginner.  So far, it's not as hard as other platforms like, I dare say, Android.  If it were documented better, I think that would help.  MSDN has been helpful, but hasn't told me how to do the most basic and trivial stuff.



Quadro K1000M

25 August 2015 - 12:46 PM

My company has provided me with a rather nice laptop for my latest job, and I discovered that it has an NVIDIA Quadro K1000M inside.  Although I won't exactly need it much, I do want to take advantage of it anyway.  So I have a couple of questions that I couldn't find answers to by searching google.


1. How do you activate it as your primary display adapter over the default GPU (Intel HD 4000)?  This is a Lenovo ThinkPad running Win8.1 x64, and it doesn't appear to show up anywhere except in device manager.  I even tried enumerating it through Direct3D, and it still didn't show up.


2. I went under NV's driver webpage, and could not find a driver for this model.  The closest I could find was the K1200M series, but that's not the exact GPU that I have.  Will this driver work?  I'm asking because I'd like to have the OpenGL 4.5 support, and I don't believe Microsoft's default driver (dated 2013) has it.