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About marius1930

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  1. 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)   [b]Edit:[/b] Hint hint hint: Notice how your deconstructor is not virtual. Look it up! ;)
  2. Build problem on Windows 7

    [quote name='mhagain' timestamp='1309376183' post='4829211'] No need to get paranoid about Windows update here. (Do I sense an ingrained distrust of the process? If so you need to lose it and [i]fast[/i], otherwise you'll be blaming it for everything even when the actual cause may be elsewhere...) Anyway, the most likely reason is that include and lib directories moved from being global to per-project in 2010, and are probably stored in C:\Program Files (x86) on the 64-bit machine rather than C:\Program Files on 32-bit machines, so you just need to correct that if so. [/quote] Prior versions supports both per-project and global.
  3. 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);
  4. [quote name='The Cavalry' timestamp='1307726509' post='4821766'] I know you've asked this question a while ago, but if you have (or do) find out if this is possible, I would greatly appreciate it if you let me know what you found. Thanks in advance! [/quote] http://tinyurl.com/6yhbbfy
  5. [quote name='ddn3' timestamp='1305688459' post='4812231'] Eve numbers are right, but WOW has already broken 1 million concurrent users already (800k from China and 200k from US), I never said on one server which would be crazy either way, all these MMOs use farms of servers. 1 million concurrent users isn't actually a challenge for most MMOs, that's a scalability problem and they can scale just fine. It's getting 1 million concurrent users to pay thats the problem -ddn [/quote] 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. Help in reducing FPS ?

    [quote name='Krohm' timestamp='1305878988' post='4813379']If it is below a certain threshold, call Sleep(1 ms). It should be enough.[/quote] This would [b]decrease[/b] 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. [quote name='ddn3' timestamp='1301965802' post='4794443']Shhh.. don't tell the guys who wrote WoW or EVE online or any massive multiplayer game which supports over a million concurrent users in a realtime virtual environment[/quote] Eve does about 50,000-60,000 users, WOW breaks down somewhere around 10,000-15,000 concurrent users on a server.
  8. [DX9] Game crashing on other computers

    [quote name='Malmodir' timestamp='1305313035' post='4810374'] Sooo, I stripped down my whole code to the basic initialization stuff. Still it does not work on chosen machines, even though it just displays a 2D string without loading anything... [url="https://rapidshare.com/files/545853980/LoadingScreen.zip"]https://rapidshare.c...adingScreen.zip[/url] [url="https://rapidshare.com/files/821660404/LoadingScreen-src.zip"]https://rapidshare.c...gScreen-src.zip[/url] Both trafficshared and less than 20 KB in size. I really don't know what is going on and presentation is next month, so any help is considerably appreciated. [/quote] 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. [quote name='GhostfromTexas' timestamp='1305498761' post='4811242'] #define new new( _NORMAL_BLOCK, __FILE__, __LINE__) [/quote] Exactly what i needed, never had line numbers working. Thanks
  10. [quote name='XDaWNeDX' timestamp='1304874296' post='4808148'] No, it lets you choose between a set of buttons. I can not use "this is a button" in the existing messagebox. [/quote] 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. [quote name='XDaWNeDX' timestamp='1304716295' post='4807491'] How could i make the syntax MyMessageBox("text","text", etc);? [/quote] 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, [url="http://www.cplusplus.com/reference/clibrary/cstdarg/va_arg/"]refer to variable arguments[/url]
  11. [quote name='XDaWNeDX' timestamp='1304716295' post='4807491'] Hi, i need to create a custom messagebox function like messagebox() So i can choose what buttons are displayed, what the text in the box is, the title of the box, etc. [/quote] 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. Did you notice it?

    Why would you limit the frames when vsync is disabled?
  13. [quote name='TiagoCosta' timestamp='1304112014' post='4804561'] What error do you get exactly? Since you call Release() to every texture in your vector I dont think you need to call Clear() [/quote] 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. 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. super simple cel shader

    [url="http://tinyurl.com/3rk6gy9"]This should answer your question[/url]
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