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About marius1930

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  1. marius1930

    Can you guess what is leaking?

    #include <crtdbg.h>   First line of your main: _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );   That should give you the allocation ID.   To set a breakpoint on the allocation ID either set a breakpoint on {,,msvcr100d.dll}_crtBreakAlloc   (the dll name here will change depending on your visual studio/etc) The alternative is to call _CrtSetBreakAlloc(n); in your code.     If you want to go all the way and get file:line numbers on the leak, try: #define new new( _NORMAL_BLOCK, __FILE__, __LINE__)        Good luck! (And if you happen to not be using MSVC, the leaks is the least of your problems)   Edit: Hint hint hint: Notice how your deconstructor is not virtual. Look it up! ;)
  2. marius1930

    Build problem on Windows 7

    Prior versions supports both per-project and global.
  3. marius1930

    Strange Memory Leak

    Should look into _CrtSetDbgFlag, handy for cases such as this one. Perhaps something like: #include <crtdbg.h> #define new new( _NORMAL_BLOCK, __FILE__, __LINE__) #pragma warning(disable : 4345) _CrtSetDbgFlag(_CrtSetDbgFlag(_CRTDBG_REPORT_FLAG)|_CRTDBG_LEAK_CHECK_DF);
  5. Given that you consider 'concurrent users' capacity to be accumulative, one could argue that the first Doom game can handle a million concurrent users, provided that enough games are hosted. It certainly does not relate to a programming/engineering aspect of the game, as anything can scale when you're willing to divide it into N parts which each just needs to handle a small amount of concurrent users.
  6. marius1930

    Help in reducing FPS ?

    This would decrease the amount of computing power available for game logic, not increase it. Anyhow, a 95% CPU usage doesn't really mean you're using a whole lot of computing power, as the aforementioned sleep(1) would show. Are you actually short on computing power for game logic? or is this an attempt at preemptive optimization? Unless you're doing the logic in a separate thread, the calculations should always finish before presenting a new frame, and such as such not result in any problems -- certainly not if you're still managing 65 FPS.
  7. Eve does about 50,000-60,000 users, WOW breaks down somewhere around 10,000-15,000 concurrent users on a server.
  8. marius1930

    [DX9] Game crashing on other computers

    Direct3D9: (INFO) :======================= Hal HWVP device selected Direct3D9: (INFO) :HalDevice Driver Style b Direct3D9: :BackBufferCount not specified, considered default 1 Direct3D9: :DoneExclusiveMode Direct3D9: (INFO) :Using FF to VS converter Direct3D9: (INFO) :Using FF to PS converter D3D9 Helper: Warning: Default value for D3DRS_POINTSIZE_MAX is 2.19902e+012f, not 6.16272e-317f. This is ok. Direct3D9: (WARN) :Ignoring redundant SetRenderState - 8 Direct3D9: (WARN) :Ignoring redundant SetRenderState - 8 Runs fine and exits cleanly, i'll try it on my weaker laptop later, see if anything pops up Edit: Tested on my U31f, runs fine.
  9. Exactly what i needed, never had line numbers working. Thanks
  10. Perhaps you should look into formulating your questions better in the future, "what buttons" seems to indicate an existing set of buttons. This is not meant as criticism, rather a strong suggestion to look into "how to ask questions", there is undoubtedly a post about it on the forums. It will save you a lot of time. Since the existing messagebox macro/command will not suffice, you're left with making your own implementation via createwindow etc. That leaves the question of syntax, refer to variable arguments
  11. The existing messagebox already allows you to select which buttons, icons, title and text you want. If you wish to include variables in the text, format it to a string using stringstream or sprintf
  12. marius1930

    Did you notice it?

    Why would you limit the frames when vsync is disabled?
  13. Since he does not explicitly say that its in the deconstructor, he might indeed need to clear the vector after use, as it may be intended to be re-used at some point. It certainly can't hurt.
  14. marius1930

    Game multithreading

    How about something simple as OpenMP? Its complexity is at a minimum, don't get the full juice you would from doing it the hard way, yet get a lot for the little amount of effort put into it.
  15. marius1930

    super simple cel shader

    This should answer your question
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