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  1. std::vector memory is guaranteed to be contiguous and accessing it in order is the best possible thing. It doesn't matter which allocator the memory came from, it will be contiguous. Accessing any memory in order is cache-friendly and the best possible thing to do. What @ryt is interested about, possibly, is that allocating and deallocating memory in random order, using any allocator, creates fragmentation. After some time, unless you take measures, you might be left with many 'holes' which add up to a lot of overall available space, but you won't be able to put your big contiguous array (vector) there at all. I wanna add that Gnollrunner is right. BUT. You really, really shouldn't go into optimising your structures and allocators, unless you first MEASURE that you suffer from their performance. That goes for any premature optimisation :)
  2. pcmaster

    Age restrictions with companies

    On my console/platform engineering team there are people between 22 and 40-something. The average is around 30. Although we don't have many developers over 45 in the whole company, it isn't because we wouldn't like to, it's because they've moved to some other fields or industries altogether. Don't be too afraid, merit and not being a dick is what matters, not details like age, sex and such, especially in games and tech firms. I like to be positive about our industry I hope people and companies don't discriminate more in the US than in Central Europe :) Also, your projects and the enthusiasm shown will be more important than your education.
  3. pcmaster

    1943 Plane Game

    Pics or didn't happen! :D
  4. Ciao! I don't think you're over-idealising your future at all! If you have work experience with Unity and C# and actual professional C++ experience, you're a very good candidate for many game companies. Don't be afraid to put up your 'CV' on LinkedIn, for example, to get even more offers. If you want to hop on the wagon, just do it! You won't even need headhunter/recruiters, you can try emailing studios DIRECTLY with your CV. On the interviews, be sure to learn about their working environment and your future colleagues, your responsibilities (of course!) and about the living condition in the city you'd be moving to. Take an extra day or two of the trip for any interview to get the feel of the city. Also, you don't really need to mention too distant future What were you afraid off with the recruiter? Have you done some actual interviews yet? Good luck!
  5. @DapperDave thanks for writing this down. I think it can be helpful to many people. I've never marketed a thing myself but it sounds you didn't approach it anyhow wrong.
  6. I'd say no, you can't do it. You do need to ask for permission. If you do it anyway, they will not sue you right away but legally threaten you first, demand you take it down, and then they'll sue you. It is not recommendable, why would you do it? The fact that you aren't (planning on) making any money is irrelevant, you'd be using copyrighted material and copyright owners aren't going to like that.
  7. pcmaster

    Any tools that write shader code?

    @Hashbrown very nice, I didn't know about these two. I tried the #version directive under Firefox but they both support only #version 100, not even #version 110. Is that normal?
  8. pcmaster

    CopyResource and when to map?

    Although I haven't done this on PC, it should be possible to use ID3D11Fence to tell whether it's safe to map on CPU. This is only available from D3D11.3, so it probably won't be available on Windows 7 :( Another idea is to use D3D11_QUERY_EVENT with ID3D11DeviceContext::CopyResource() + End() and then just check on CPU using ID3D11DeviceContext::GetData to see if it's done, although something smells about this. Would anybody care to comment if this is going to work with CopyResource? I have a bad feeling that the driver can do asynchronous things and the query will seem finished however the driver might still block.
  9. Just do float2 uv = float2(input.Tex.x, 1 - input.Tex.y); In order to render to a texture, you need to create a render target view (RTV) of that texture. Just to give you context, to read from a texture in shader, you have to create another kind of a view, a shader resource view (SRV) of that texture. So look up ID3D11Device::CreateRenderTargetView. You connect that created RTV using ID3D11DeviceContext::OMSetRenderTargets. Note that you will need 2 different textures, one for the source (of which you'll create a SRV) and one for the destination (of which you'll create a RTV). Think a temporary copy. Any MS example will have this calls in it, study it a bit.
  10. D3D11_BOX won't do it unfortunately. You'll have to do it with a CS or PS instead. Or on CPU via Map + Unmap.
  11. You're casting the 4th argument from (ID3D11Texture2D*) to (const void*). This argument is supposed to point to normal CPU-visible memory containing linear texel data but you're pointing to an D3D interface instead. You can't access the texels via ID3D11Texture2D at all (the texels are well hidden somewhere in the driver managed memory), you have to use ID3D11DeviceCtx::Map or similar to get the texels back to CPU. This won't do what you expected (and should crash as there's a high chance it'll access unmapped memory as the ID3D11Texture2D class is rather small). Please note that the D3D debug layer will not, unfortunately, catch the reason why this doesn't work because this 4th argument's semantics are "some bytes" and if that memcpy hidden in UpdateSubresource doesn't crash reading those bytes, the D3D debug layer can't draw any conclusions about why it doesn't do what you want It's still advisable to have the debug layer ON, though!
  12. pcmaster

    shader error

    Well, what's the error? See https://www.khronos.org/opengl/wiki/Example/GLSL_Shader_Compile_Error_Testing
  13. pcmaster

    What is my ideal company (size)?

    Game studios, especially teams dealing with technology, are full of poeple with social anxiety of various kinds. Most of them don't bother anyone and under normal conditions don't initiate any (non-work) talk. Not every engineer is like that though. People doing games are generally fine (and fun), even the anxious ones. That is very unlike many other industries. Instead of being afraid to try it, just go ahead and get a job with humans, especially if it doesn't require relocation. What is the worst thing that could happen? You waste a month of your and the company's time to find out you can't work there. But do try. Once employed, think what it brings to you, what you bring to the job and not about what's bad (which you say you hardly have any baseline to compare to, only some prejudice). Starting a job with real people in a real office building / room for the first time is a shock, most things will be totally different than you imagined and only after a bit of a time you'll be able to judge whether that different is good or bad. If you don't consider even working on-site (in a real place with real humans) on a daily basis, then it's pointless to be afraid of anything. You're your own master. Good luck.
  14. Well, that's unfortunate. What did you specifically do to market the game for Steam? I'm asking because everybody might learn something from your story and you might also learn something if anybody cares to comment on what you'll 'disclose' :)
  15. Very well, it's much clearer this way. I was basically saying that your first post was too generic. Mentioning a more concrete project is always better. The problem is that there are tons of generic classifieds like yours, so you need something to stick out and catch the eye of your potential contributors. Keep the attitude about the scope and polish. I wish you the best luck (I can't apply myself) :)
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