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      I'm currently using Direct  X 11 for my procedural world/MMO project.  I've tried to find a freeish game engine or simply graphics engine that supports 64 bit coordinates (CPU side), but apparently there is no such animal.  Right now my investment in Direct X is very small as the vast majorly of the code is straight C++ and the graphics is isolated into an interface class. However now I'm going get more into the GPU stuff and I was wondering if it would be better to switch to something else that would give the program better portability.  I was leaning towards Vulkan for no other reason than it seems to be all the rage (ha, ha), but I wanted to get some opinions from folks with more GPU programming experience.
    • By Belfa96
      I'm a total beginner with Directx/3D programming. I need help with implementing hardware instancing on Directx 11. I'm trying to render multiple cubes on the screen, to create some sort of Minecraft-esque voxel engine. The problem is, I don't know where to start to achieve this. This is how my "render frame" function looks:
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    • By Josheir
      I am trying to visualize if the attached diagram of data of triangles is correct for the attached hill image.  I used a nested for loop to find all triangles with any vertices having a height greater than zero.  The two triangles marked with an X surprisingly have no height values and the shape of the triangles is odd to me.  The triangles marked with A are left triangles and the triangles marked with B are right triangles.  The rendering was done in OpenGL with C++, and the X coordinates and  Z coordinates are by convention.  
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    • By SBD
      Normally something I would follow up on in a Microsoft forum, but thought I'd drop in here first...
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      MSVCRT.lib(delete_scalar.obj) : error LNK2005: "void __cdecl operator delete(void *)" (??3@YAXPEAX@Z) already defined in MSVCRT.lib(delete_scalar.obj)
      Now, normally the first stop in MSVCRT linker errors is to check and make sure all the CRT code generation settings are matching across all libs (Multithreaded DLL, etc.).  I have meticulously checked ALL settings 6 times over to ensure they match.  But then, things are actually a little strange when you consider that in this particular case it's complaining that something in MSVCRT.lib is already defined in...MSVCRT.lib.  That's interesting.
      I do have my own overrides for global new and delete, and commenting out the specific ones noted in the link errors does get things linking error-free.  It is worth noting that my overrides are NOT inlined (I guess these days, it's actually not allowed).  Further, why it is *only* those two variants (not the std::nothrow_t variants), and only delete (no issues with the overridden new(s)) is a bit perplexing.  Even more, I am using said overrides/library in many other projects without this issue (and as noted, this was not an issue in this particular project back in Visual Studio 2010).
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    • By a light breeze
      I'm looking for a 3D renderer (not a complete game engine) to use for my next project.  I've taken a close look at Ogre and turned away in horror.  I've taken a quick look at Horde3D, but did not get it to compile.  Are there any other (better) options?
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