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    • By Josheir
      In the following code:

       
      Point p = a[1]; center of rotation for (int i = 0; I<4; i++) { int x = a[i].x - p.x; int y = a[i].y - p.y; a[i].x = y + p.x; a[i].y = - x + p.y; }  
      I am understanding that a 90 degree shift results in a change like:   
      xNew = -y
      yNew = x
       
      Could someone please explain how the two additions and subtractions of the p.x and p.y works?
       
      Thank you,
      Josheir
    • By alex1997
      Hey, I've a minor problem that prevents me from moving forward with development and looking to find a way that could solve it. Overall, I'm having a sf::VertexArray object and looking to reander a shader inside its area. The problem is that the shader takes the window as canvas and only becomes visible in the object range which is not what I'm looking for.. 
      Here's a stackoverflow links that shows the expected behaviour image. Any tips or help is really appreciated. I would have accepted that answer, but currently it does not work with #version 330 ...
    • By noodleBowl
      I just finished up my 1st iteration of my sprite renderer and I'm sort of questioning its performance.
      Currently, I am trying to render 10K worth of 64x64 textured sprites in a 800x600 window. These sprites all using the same texture, vertex shader, and pixel shader. There is basically no state changes. The sprite renderer itself is dynamic using the D3D11_MAP_WRITE_NO_OVERWRITE then D3D11_MAP_WRITE_DISCARD when the vertex buffer is full. The buffer is large enough to hold all 10K sprites and execute them in a single draw call. Cutting the buffer size down to only being able to fit 1000 sprites before a draw call is executed does not seem to matter / improve performance.  When I clock the time it takes to complete the render method for my sprite renderer (the only renderer that is running) I'm getting about 40ms. Aside from trying to adjust the size of the vertex buffer, I have tried using 1x1 texture and making the window smaller (640x480) as quick and dirty check to see if the GPU was the bottleneck, but I still get 40ms with both of those cases. 

      I'm kind of at a loss. What are some of the ways that I could figure out where my bottleneck is?
      I feel like only being able to render 10K sprites is really low, but I'm not sure. I'm not sure if I coded a poor renderer and there is a bottleneck somewhere or I'm being limited by my hardware

      Just some other info:
      Dev PC specs: GPU: Intel HD Graphics 4600 / Nvidia GTX 850M (Nvidia is set to be the preferred GPU in the Nvida control panel. Vsync is set to off) CPU: Intel Core i7-4710HQ @ 2.5GHz Renderer:
      //The renderer has a working depth buffer //Sprites have matrices that are precomputed. These pretransformed vertices are placed into the buffer Matrix4 model = sprite->getModelMatrix(); verts[0].position = model * verts[0].position; verts[1].position = model * verts[1].position; verts[2].position = model * verts[2].position; verts[3].position = model * verts[3].position; verts[4].position = model * verts[4].position; verts[5].position = model * verts[5].position; //Vertex buffer is flaged for dynamic use vertexBuffer = BufferModule::createVertexBuffer(D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE, sizeof(SpriteVertex) * MAX_VERTEX_COUNT_FOR_BUFFER); //The vertex buffer is mapped to when adding a sprite to the buffer //vertexBufferMapType could be D3D11_MAP_WRITE_NO_OVERWRITE or D3D11_MAP_WRITE_DISCARD depending on the data already in the vertex buffer D3D11_MAPPED_SUBRESOURCE resource = vertexBuffer->map(vertexBufferMapType); memcpy(((SpriteVertex*)resource.pData) + vertexCountInBuffer, verts, BYTES_PER_SPRITE); vertexBuffer->unmap(); //The constant buffer used for the MVP matrix is updated once per draw call D3D11_MAPPED_SUBRESOURCE resource = mvpConstBuffer->map(D3D11_MAP_WRITE_DISCARD); memcpy(resource.pData, projectionMatrix.getData(), sizeof(Matrix4)); mvpConstBuffer->unmap(); Vertex / Pixel Shader:
      cbuffer mvpBuffer : register(b0) { matrix mvp; } struct VertexInput { float4 position : POSITION; float2 texCoords : TEXCOORD0; float4 color : COLOR; }; struct PixelInput { float4 position : SV_POSITION; float2 texCoords : TEXCOORD0; float4 color : COLOR; }; PixelInput VSMain(VertexInput input) { input.position.w = 1.0f; PixelInput output; output.position = mul(mvp, input.position); output.texCoords = input.texCoords; output.color = input.color; return output; } Texture2D shaderTexture; SamplerState samplerType; float4 PSMain(PixelInput input) : SV_TARGET { float4 textureColor = shaderTexture.Sample(samplerType, input.texCoords); return textureColor; }  
      If anymore info is needed feel free to ask, I would really like to know how I can improve this assuming I'm not hardware limited
    • By John Mckrugins
      My short-term  goal right now is a job as a Junior Programmer in any game company, just to get my foot int the door and start earning some income.
      My long term goal is to Programme for bigger more established  game companies and help games that interest me.
      Im in semi-fortunate position where i don't have to work a full time job so i have the  learn how to programme.
      i did my research into whats a good beginner way to start,  Unity and C# came up a lot, so i threw my hat in.
      For the past 5 months i've been learning C# and Unity using the udemy tutorials at a slow but steady pace as i come from a 0 maths/ programming background.
      Right now  getting the hang of things , understanding most code and the  unity engine to a point where i feel comfortable at my current level around Beginner/ Intermediate.
      Although im still keen to continue with Unity, I cant help this nagging feeling that(lets say for arguments sake i do actually get a job) if i do peruse this path and end up with a job as a developer for a company that uses Unity or whatever else uses C# . There is going to be a point at however many X years down the line i am, im still using unity,  im going to be in a position where i want to work on bigger more mainstream games that use C++.
      I want to get a job ASAP, i know it will take at the very least another 7 months probably, learning more code, making a portfolio and all the rest, so i dont really want to change and start from scratch again.
      Im not bashing unity but it looks like its main use is mobile games, which would be perfectly fine as a starting point, but not as a long term career. 
      Hypothetically  If i continue to focus on learning C# / Unity to reach my goal, and at some-point i want to move into bigger prospects and learn C++, how screwed would i be if i wanted to transition over.
      Im by no means a  smart guy that picks up things fast, im just willing to put in the time/effort.
      Should i scrap learning C# and unity for C++ / Unreal  or just power on through and transition later down the line after i get some experience first.
      Time is a factor, but i want to make sure im not condemning myself to a path i wont like later down the line...
       
       
    • By michaeldodis
      I've started building a small library, that can render pie menu GUI in legacy opengl, planning to add some traditional elements of course.
      It's interface is similar to something you'd see in IMGUI. It's written in C.
      Early version of the library
      I'd really love to hear anyone's thoughts on this, any suggestions on what features you'd want to see in a library like this? 
      Thanks in advance!
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