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About xeon_rave

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  1. Hmmm I think the "instancing" will solve my issue. As I have read the link, the minimum shader version is 3.0. I would like to support more audience by at least moving to shader version 2.0. Are there any other options rather than the instancing the shader 3.0 is using and rather than going back to Fixed Function Pipeline.     The topic is about D3D9, so geometry and tesselation shaders do not apply here.     Why? DirectX9 doesn't support those kind of shaders?
  2. Hi guys,   I'm rolling my own rendering engine for 2d games. Before, I'm using Fixed Function Pipeline (FFP). I'm using dynamic vertex and index buffers. Lock/Unlock the buffers each frame. Batch the sprites(1 drawindexedprimitive() call for consecutive sprites that has the same texture).   Now, I would like to switch to Shader approach. As of now, I was able to draw a single rect using static vertex and index buffers, pass the computed World/View/Projection matrix to the shader (.fx file). It was great! I can now see my awesome rect with vertex colors. I'm no longer Locking/Unlocking my buffers every frame which I believe 1 of the slowest process. Anyway, my problem is how can I pass the vertices of each sprite + transformation matrix of each sprite to the shader? and how will this work on batching? like calling DrawIndexedPrimitive() one time for 10 sprites with same texture. As fas as I know based on what I learned, you can commit changes before calling the DrawIndexedPrimitive(). BUT how can you give all the information for those 10 sprites that will be drawn by this single DrawIndexedPrimitive call? OR it cant be done? Do you need 1 draw call for EACH sprite? I believe draw calls are slow too, right? if Yes, how can I pass the 4 vertices of each sprite to the shader? should i use:   uniform extern float3 vertex1; uniform extern float3 vertex2; uniform extern float3 vertex3; uniform extern float3 vertex4;   then before draw calls, I use:   effect->SetFloat3(vertex1handle, &sprite.vertex1); effect->SetFloat3(vertex2handle, &sprite.vertex2); effect->SetFloat3(vertex3handle, &sprite.vertex3); effect->SetFloat3(vertex4handle, &sprite.vertex4); effect->CommitChanges(); draw(....);     BUT what if i need to draw a sprite with more than 4 vertices? like TRAILS (imagine the slash of Fruit Ninja).
  3. Who or what is RetainPool? We are mobile apps developers who accept projects from anyone who needs one for an affordable price. You can easily reach us by just sending us an e-mail at hello@retainpool.com   How does it work? If you have a mobile app that you want us to develop, simply send us an e-mail about it, i.e. overview, deadlines, budget, features, etc. Include anything that you think is necessary to be mentioned. After we have reviewed your e-mail, we will evaluate it and will send you our response as soon as possible.   What kinds of mobile app do we make? * iOS games * iOS applications * Android games * Android applications   What do we prefer? Our team is mainly focused on making games though we can also pull some kinds of applications. We can only tell you if we can develop your project after we review your e-mail containing the details of it.   Cool, so you now want to send us an e-mail? Kindly put "Project Inquiry/Details" as the subject and send it to hello@retainpool.com  
  4. xeon_rave

    C++ 2d Game engine

    Try cocos2d-x. It's a cross-platform 2d game engine. once you're done with your game, you can easily port it to iOS and share you game to the world :) Happy coding!
  5. xeon_rave

    Where to begin?!

    Hi! since you've been coding on and off for over ten years, I assume that you can adapt fairly easy on any programming language. I recommend learning C++ and OOP first. After that, use an existing game engine like OGRE3D or Cocos2d-x and make a very small game like PONG or ARKANOID or if you can make TETRIS, it's better. After creating your first game, try making another one or two. By the time you finish your 3rd game, you will have a basic idea of how a video game works(flow, handling inputs, collision detection, etc.)   You can now: -continue to make games using the same game engine -use another game engine, learn it, make games from it -study the internals of a certain game engine and try to make your own   Regarding AI, Path-finding, etc., you will need to study their respective algorithms. So basically, you still need to learn the basics of game development before you implement these topics; unless of course you just want to learn, i.e. A* algorithm for path-finding, you can just read stuffs about it.
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