As far as I know, the size of XMMATRIX must be 64 bytes, which is way too big to be returned by a function. However, DirectXMath functions do return this struct. I suppose this has something to do with the SIMD optimization. Should I return this huge struct from my own functions or should I pass it by a reference or pointer?
This question will look silly to you if you know how SIMD works, but I don't.
Hey, Im using directx allocate hierarchy from dx9 to use a skinned mesh system.
one mesh will be only the skeleton with all animations
others meshes will be armor, head etc, already skinned with skeleton above. No animation, idle position with skin, thats all
I want to use the animation from skeleton to other meshes, so this way I can customize character with different head, armor etc. What I was thinking its copy bone matrices from skeleton mesh to others meshes, but Im a bit confused yet what way I can do this.
Does buffer number matter in ID3D11DeviceContext::PSSetConstantBuffers()? I added 5 or six constant buffers to my framework, and later realized I had set the buffer number parameter to either 0 or 1 in all of them - but they still all worked! Curious why that is, and should they be set up to correspond to the number of constant buffers?
Similarly, inside the buffer structs used to pass info into the hlsl shader, I added padding inside the c++ struct to make a struct containing a float3 be 16 bytes, but in the declaration of the same struct inside the hlsl shader file, it was missing the padding value - and it still worked! Do they need to be consistent or not? Thanks.
Just finished making latest WebGL demo for my game engine:
Let me know what you think,
as of now only Chrome and Firefox can run it.
Edge, Safari, Opera have some unresolved bugs at the moment.
I "finished" building my first game. Obviously Pong.
It's written in C++ on Visual Studio with SFML.
What do you think? What should I consider doing to improve the code?
Thank you very much.
EDIT: added some screenshot and .zip file of the playable game