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AngryPlatypus

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  1. The SFML RenderWindow is already double buffered. The method draw(...) draws to the backbuffer and display() swaps the buffers. So there is no need for a RenderTexture in this case.   The texture's copy constructor loads the texture from the gpu in an image and creates a new texture from that image. Both done per pixel and as cpu operation which is definitely slow.
  2. Preprocessor(Release) should look like this: SFML_STATIC;WIN32;NDEBUG;_WINDOWS .....   You need to link the static libs. And for debug mode the debug libs. Try to remove the sfml libs from linker->input. and add this to your code file:   #ifdef _DEBUG #pragma comment(lib, "sfml-system-s-d.lib") #pragma comment(lib, "sfml-window-s-d.lib") #pragma comment(lib, "sfml-graphics-s-d.lib") #else #pragma comment(lib, "sfml-system-s.lib") #pragma comment(lib, "sfml-window-s.lib") #pragma comment(lib, "sfml-graphics-s.lib") #endif
  3. WinAPI and drawing dots with GDI? Sorry but I think that might be some of the worst ways to start with (3D) programming. If you start with a really high level toolkit like unity, then you can do things in minutes for which you might need years (if you have the endurance) going the way you have mentioned. Yes you won't understand what is going on in the background but you can learn that later or don't bother at all and continue making games.
  4. Vs2012 has its own DirectX SDK build in. It annoyed me too, but works fine now. See section 5 here: http://msdn.microsoft.com/en-us/library/windows/desktop/ee663275.aspx   edit: you need to link the libraries like you would do it in vs2010
  5. How many different types of entities do you need for your game? Is there a possibility to reuse the entity system? Do you want to use such an entity system because you simply want to create one (and feel its power ;) )?   You can still define properties of your entities in data files and you can also call some script functions without a complicated system. What you cant do is: defining new types of entities in script/data. That would be cool but do you really need that?
  6. Do you store the XMMATRIX in an object which is dynamically allocated? This will give you alignment issues. Try to use a XMFLOAT4X4 for storing. You can convert between those types with XMStoreFloat4x4 and XMLoadFloat4x4.
  7. Hi there,   1. i don't like a void pointer here. For me void means it can be pretty much everything. But your character shall only drive vehicles and not buildings or other characters right? Why not use a base class like "Drivable" or "Vehicle" i.e. use Polymorphism here?   2. body->SetActive(false) should do it.