I could contribute 15-20 hrs a week mostly in the evenings I am currently located in Washington DC. If you have any projects that you are looking for some help on or think I have skills that could help please don't hesitate to reach out.
Hey all ,
For a few days I'm trying to solve some problems with my engine's memory management.Basically what is have is a custom heap with pre allocated memory.Every block has a header and so on.I decided to leave it like that(not cache friendly) because my model is that every block will be large and I will have a pool allocators and stack allocators dealing with those blocks internally. So far so good I figure out how to place my per scene resources . There is one thing that I really don't know how to do and thats dealing with containers.What kind of allocation strategy to use here.
If I use vector for my scene objects(entities , cameras , particle emitters .. ) I will fragment my custom heap if I do it in a standard way , adding and removing objects will cause a lot of reallocations . If I use a linked list this will not fragment the memory but it's not cache friendly.I guess if a reserve large amount of memory for those vectors it will work but then I will waste a lot memory.I was thinking for some sort of mix between a vector and a linked list , where you have block of memory that can contain lets say 40 items and if you go over that number a new one will be created and re location of the data would not be needed.There would be some cache misses but it will reduce the fragmentation.
How you guys deal with that ? Do you just reserve a lot data ?
I am trying to setup the custom wizard for making a 3ds MAX 2018 plug-in (to export a character animation data), but I can't locate the wizard file folder to put the .vsz file in. In the 3ds MAX 2018 docs, it only mentions where the folder is in VS 2015 (VC/vcprojects). It's a VC++ project, but I don't see any folder in VC for the wizard files. I'm using VS 2017 update 15.5.6 Enterprise, and the folders in VC are: Auxiliary, Redist and Tools.
When seeking a composer for your games, what is it that you will typically look for when hiring someone? What about their music makes you want to employ them? what do you look for in regards to professionality? I'm really curious as i'm seeking to get my foot in the door, but i want to know what i should be doing to impress you and get commissioned! thank you!
Hey guys! Three questions about uniform buffers:
1) Is there a benefit to Vulkan and DirectX's Shader State for the Constant/Uniform Buffer? In these APIs, and NOT in OpenGL, you must set which shader is going to take each buffer. Why is this? For allowing more slots?
2) I'm building an wrapper over these graphics APIs, and was wondering how to handle passing parameters. In addition, I used my own json format to describe material formats and shader formats. In this, I can describe which shaders get what uniform buffers. I was thinking of moving to support ShaderLab (Unity's shader format) instead, as this would allow people to jump over easily enough and ease up the learning curve. But ShaderLab does not support multiple Uniform Buffers at all, as I can tell, let alone what parameters go where.
So to fix this, I was just going to send all Uniform Buffers to all shaders. Is this that big of a problem?
3) Do you have any references on how to organize material uniform buffers? I may be optimizing too early, but I've seen people say what a toll this can take.