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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Zaoshi Kaba

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  1. There is LZ4 which is slow to compress on highest level (thus should be done offline), but decompression is 10 times faster than zlib according to them (and half the speed of memcpy). https://github.com/lz4/lz4
  2. Probably that's your problem. Visual Studio comes with DirectX since a few years ago. Mixing them together is just asking for trouble. Also, are you sure it's not simply compiling shaders / loading data? 
  3. 1. Wrong forum 2. I'm not sure how you expect us to help if you haven't even posted source code or explained the problem properly (what exactly is wrong?)
  4. Please stop repeating QPC works fine on multicore. It does not. QPC has been historically a source of constant pain. QPC has known issues on older AMD machines and Microsoft even released a hotfix to patch it, even though it's not perfect. AMD release its own patch as well named "Dual Core Optimizer". Those articles are from 2006. That's when multicore CPUs just started appearing. There's nothing weird about bugs in new technology. There hasn't been a problem for 10 years since then. Alternatively it's possible to use std::chrono::high_resolution_clock but on Windows system it probably uses QPC internally anyways.
  5. HLSL compiler doesn't seem to provide any way to add extra code so not really. Since it's const and global you could include all shaders in a single .cpp file and create GetShader(...) method to retrieve data. It appears only in debug build for debugging reasons, so if you aren't interested in debugging shaders you might as well turn off debug stuff for shaders: [attachment=35337:Capture.PNG]
  6. And you can then read the blobs from the .lib in the .exe?   Alternatively, HLSL compiler can output .h file (see picture) which contains array with compiled shader. It's just .cso file in inlined into array, so you load it exactly same way and if you need to access it outside .lib you'll have to write some function to return array + size. [attachment=35208:Capture.PNG]
  7. In my case only 33% of horizontal space is being used. Ridiculous design.
  8. Quite detailed article. Have you considered trying AVX? On my i7-4770K 4.0 GHz I get roughly 500,000,000 AABB culls / second on a single thread, so it's roughly 0.2 ms per 100?.
  9. Someone on GameDev said increasing max bones from 4 to 8 had a noticeable effect on animation quality, maybe this might be the case?
  10. I don't know anything about D3D12 but I can post my results: NVIDIA GeForce GTX 1070 UpdateTileMappings Tests, CPU work done before GPU begins ContiguousToContiguous AVE: 0.89ms, STDEV: 0.65ms, MED: 0.64ms, MIN: 0.29ms, MAX: 2.17ms, GPUAVE: 0.00195ms ContiguousToRandom AVE: 263.96ms, STDEV: 189.51ms, MED: 167.02ms, MIN: 52.79ms, MAX: 574.43ms, GPUAVE: 354.12623ms RandomToContiguous AVE: 417.53ms, STDEV: 99.70ms, MED: 397.20ms, MIN: 190.79ms, MAX: 564.97ms, GPUAVE: 494.95818ms RandomToRandom AVE: 480.93ms, STDEV: 60.88ms, MED: 481.46ms, MIN: 384.92ms, MAX: 586.06ms, GPUAVE: 487.36492ms RandomToReversed AVE: 470.40ms, STDEV: 109.00ms, MED: 484.36ms, MIN: 252.67ms, MAX: 695.85ms, GPUAVE: 483.33957ms ContiguousToReversed AVE: 1.09ms, STDEV: 0.95ms, MED: 0.89ms, MIN: 0.31ms, MAX: 3.21ms, GPUAVE: 0.77855ms ReversedToContiguous AVE: 212.22ms, STDEV: 198.78ms, MED: 123.66ms, MIN: 3.68ms, MAX: 504.59ms, GPUAVE: 312.44186ms ReversedToReversed AVE: 260.22ms, STDEV: 224.82ms, MED: 147.88ms, MIN: 19.11ms, MAX: 656.05ms, GPUAVE: 269.86404ms UpdateTileMappings Tests, CPU work in parallel with GPU RandomToRandom AVE: 472.04ms, STDEV: 89.72ms, MED: 492.83ms, MIN: 292.52ms, MAX: 656.10ms, GPUAVE: 924.84854ms ReversedToReversed AVE: 298.65ms, STDEV: 211.92ms, MED: 187.93ms, MIN: 34.59ms, MAX: 620.90ms, GPUAVE: 597.90684ms CopyTileMappings Tests, CPU work done before GPU begins ScrollRight AVE: 0.09ms, STDEV: 0.00ms, MED: 0.09ms, MIN: 0.09ms, MAX: 0.10ms, GPUAVE: 0.00215ms ScrollLeft AVE: 794.01ms, STDEV: 340.08ms, MED: 844.93ms, MIN: 304.12ms, MAX: 1227.20ms, GPUAVE: 707.55676ms ScrollUp AVE: 0.09ms, STDEV: 0.01ms, MED: 0.09ms, MIN: 0.08ms, MAX: 0.12ms, GPUAVE: 0.00143ms ScrollDown AVE: 83.18ms, STDEV: 50.67ms, MED: 75.71ms, MIN: 0.16ms, MAX: 169.87ms, GPUAVE: 0.49807ms RotateSubresourcesUp AVE: 25.32ms, STDEV: 7.61ms, MED: 22.45ms, MIN: 18.56ms, MAX: 43.99ms, GPUAVE: 0.36721ms RotateSubresourcesDown AVE: 24.92ms, STDEV: 10.27ms, MED: 20.19ms, MIN: 15.74ms, MAX: 47.03ms, GPUAVE: 0.09994ms LeftOntoRightNoOverlap AVE: 242.73ms, STDEV: 240.60ms, MED: 196.77ms, MIN: 13.97ms, MAX: 790.73ms, GPUAVE: 647.08342ms RightOntoLeftNoOverlap AVE: 0.08ms, STDEV: 0.01ms, MED: 0.08ms, MIN: 0.07ms, MAX: 0.11ms, GPUAVE: 0.00266ms TopOntoBottomNoOverlap AVE: 13.79ms, STDEV: 8.30ms, MED: 14.72ms, MIN: 0.21ms, MAX: 33.46ms, GPUAVE: 35.26205ms BottomOntoTopNoOverlap AVE: 0.06ms, STDEV: 0.00ms, MED: 0.06ms, MIN: 0.06ms, MAX: 0.07ms, GPUAVE: 0.08673ms CopyTileMappings Tests, CPU work in parallel with GPU ScrollLeft AVE: 924.48ms, STDEV: 484.26ms, MED: 754.36ms, MIN: 278.25ms, MAX: 1618.37ms, GPUAVE: 1614.76035ms ScrollUp AVE: 0.13ms, STDEV: 0.02ms, MED: 0.13ms, MIN: 0.10ms, MAX: 0.15ms, GPUAVE: 0.13926ms
  11. I've experienced some issues due to power saving features and disabling them in NVIDIA Control Panel seemed to solve the issue.:
  12. That's why I'm not looking forward to any promotions. I just want to remain yet-another-programmer. 
  13.   There's no way I can agree with this. I played games at 30 FPS and I dropped them over that or just played with VSync turned off because of a very horrible input lag. Sure, for turn based games it's acceptable, but definitely not for action.