Jump to content
  • Advertisement

AlexandreMutel

Member
  • Content Count

    125
  • Joined

  • Last visited

Community Reputation

1106 Excellent

About AlexandreMutel

  • Rank
    Member

Personal Information

Social

  • Twitter
    xoofx
  • Github
    xoofx

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. AlexandreMutel

    .Net DX12

      FYI, SharpDX Direct3D12 is being used for example in Xenko engine (see here) and afaik, It has been working well for them.       Just a little bit more context for the readers about what Promit implies by "used our code", as one may come to the simplified conclusion that SharpDX is a copy of SlimDX or it "robbed" their code:   When I started to developed the early genuine prototype behind SharpDX (AnyCPU assemblies + full code generation of the API from the DirectX SDK headers instead of handwriting as it was done in SlimDX, more info in this old blog post), I indeed used some of the infrastructure classes and samples developed by SlimDX to boostrap it (e.g things like DataStream, RenderForm, all mathematics classes...etc.).   I then proposed the concept to the SlimDX team but it didn't work well (they wanted to rebuild from the ground up my prototype, I wanted to release it asap and evolve it in smaller steps), so I decided to launch SharpDX in November 2010 (on google code at that time). I have to admit that in the rush of releasing the code + using a tool like ReSharper that was replacing automatically all the License headers in files in bulk mode + my not-enough awareness/carefulness of licensing attributions (my deep apologize for that), the copied code from SlimDX was not giving Licensing attributions.   Promit sent me an email in February 2011 to fix this situation, which I did promptly, as you can verify that files used from SlimDX have the proper licensing since then (for example DataStream.cs), I may have missed some files when I did it, but hope not...   So, to put in perspective, this "used our code" is a very small fraction, measured under < 1% to the total code base of SharpDX.
  2. AlexandreMutel

    Real-world garbage collection with LLVM

    Thanks for your feedback, that's interesting! Have you look about the generated code? I have read many times that using llvm.gcroot is removing most of the potential optimizations later done by LLVM (the issue 1917 for example was closed with 'wontfix') so I'm not sure that LLVM allows gcroot to be promoted to registers.
  3. AlexandreMutel

    HLSL Language Service

    Great work Mike, I'm the author of NShader, and was very too busy to go to the lexer/parser way (although, like you, I found Irony to be a very handful lexer/parser alternative at the time of evaluating this option). Also, if you are implementing everything on VS2010, It will be probably a bit easier than the legacy managed language service provided from VS2005/2008 I used in NShader. And indeed, It's quite annoying to not having a BNF grammar for HLSL from Microsoft... Keep up the good work!
  4. AlexandreMutel

    Sounds Like a Hack

    Nice hack, thanks for sharing! Did you try to modify the sampledata buffer after passing it to soundbuffer? I guess they make a copy of it, but just in case... (anyway, we would need sound playing position... so it's not usable as you said for continuous dynamic sound generation)
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!