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jakovo

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About jakovo

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  1. I agree with Zakwayda, You're thinking of the ECS just for the in-game things... you should think of the architecture of your game as a whole system, maybe you'd like to think of a different type of component for those things that quite don't fit?
  2. jakovo

    Are all Remakes the same?

    Well, I can say that you and your buddy are both correct to different degrees. If you already have the code for a game the best option is to use as much as you can from it and ship it... it makes business sense to do so. But in reality you can't use the 100% as it is, even when porting it to a new platfrom requires some level of adaptation to support the new platform... some times you can think of a remake as a simple porting to a new platform... other times you add some new functionality that wasn't present before (like adding achivements to PS1 games)... and if the original game has some decades behind it its very possible that the hardware architecture and technology has evolved in that time that most of the original code simply won't work on modern platforms (games are heavily optimized with low level tricks to take as much advantage of the hardware as it can).. So, the degree to which you would decide to use more or less of the original code would depend on how different is the platform you're targeting at, how much technology has evolved, and how much new functionality you want to ship it with. Just consider that porting a game from one generation (say XBox360) to the next (XBoxOne) needs to be changed in so many little places that it's not worthy for Microsoft to release all of them again because of the work it implies. In the specific case of Link's Awakening, you're talking about a 2D game that was originally made for a monochrome platform from 1989, under a 8-bit architecture with limited resources (8kB of RAM).. things have certainly evolved now... and changing it into a 64-bit full 3D game, and with a few adpatations on the gameplay mechanics to make it feel more modern.... I'd say in this specific scenario there's no way the original code would be of any use.... i't would be way simplier to just make the game from scratch again. On the other hand, the remake of FFVII for PS4 (not the remaster they're doing right now) probably that takes at least around 70% of the code on the original game released on PC on 1998. My 2Cents
  3. Aaah!... right!.. that was it!.. D'oh!.. sounds pretty obvious in restrospective. Didn't know about the SV_RenderTArgetArrayIndex in the geometry shader, though. Anyways!.. thank you both Adam Miles & pcmaster.
  4. Hi everyone! So, I'm trying to create a Depth CubeMap, but get an error when trying to Create the DepthStencilView with a FirstArraySlice >= 1. When set to only FirstArraySlice = 0 everything works as expected (all depths get rendered to just one face of the cubemap... but any value bigger than that returns an E_INVALIDARG error. Here's the code snipet with the settings I'm using: D3D11_TEXTURE2D_DESC textDesc; ZeroMemory(&textDesc, sizeof(D3D11_TEXTURE2D_DESC)); textDesc.Width = 1024; textDesc.Height = 1024; textDesc.MipLevels = 1; textDesc.ArraySize = 6; textDesc.Format = DXGI_FORMAT_R32_TYPELESS; textDesc.SampleDesc.Count = 1; textDesc.Usage = D3D11_USAGE_DEFAULT; textDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL; textDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; m_pd3dDevice->CreateTexture2D(&textDesc, NULL, &m_pTexture); // Everything OK so far... D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; dsvDesc.Format = DXGI_FORMAT_D32_FLOAT; dsvDesc.Flags = 0; dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; dsvDesc.Texture2DArray.ArraySize = textDesc.ArraySize; dsvDesc.Texture2DArray.MipSlice = 0; for( UINT i = 0; i < textDesc.ArraySize; i++ ){ dsvDesc.Texture2DArray.FirstArraySlice = i; m_pd3dDevice->CreateDepthStencilView(m_pTexture, &dsvDesc, &m_pDepthStencilView[i]); } // OK FirstArraySlice = 0 // ERROR FirstArraySlice >= 1 Am I missing something in here? Thanks!
  5. jakovo

    Weird depth buffer values

    Ah, I see... yeah, you're right... I had 0.1 / 40000. I don't know why it was set to that, but yeah... changed it and it worked properly too. Thanks!
  6. jakovo

    Weird depth buffer values

    Thanks everyone for your answers, So, I finally found the problem... it was that the terrain mesh (which is being proceduarlly generated) had the values for the vertices' position attribute (in local-space) around the millions, so looks like that was driving the GPU crazy... just forced it to stay in the thousands and everything worked as expected. (Interesting though, on Intel HD 4600 graphics there was no rendering issue) Oh well, i'm just leaving the answer here if anyone else runs in such a weird behavior.
  7. jakovo

    Weird depth buffer values

    thanks ajmiles, Yes, the depth buffer is consistent across NVidia NSight, Intel GPA and RenderDoc... and needless to say, the application renders the terrain generating holes randomly everywhere while moving the camera (i.e. they're not fixed for a different point of view).
  8. jakovo

    Weird depth buffer values

    Here's another one of the DepthBuffer with the mesh wireframe overlapped for comparison.. There seems to be a pattern with some vertices, at first I thought it might had to do with a wrong winding order of some triangles, but I have set D3D11_CULL_NONE, so if that was the case it should be drawing them regardless.
  9. jakovo

    Weird depth buffer values

    This image is a snapshot taken from NVIDIA Nsight.
  10. Hi everyone! Does anyone have a clue of what could be causing the depth buffer to look like this? I'm trying to render a single mesh of a terrain (it's easy to distinguish from the depth buffer), but it looks as if it was rendering the terrain with a weird texture on it... instead of the actual depth of the terrain. I am clearing the depth/stencil view before that so I really have no clue of why could this happen. Any ideas?
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