Alex B.

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About Alex B.

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  1. Thank you very much guys, that helped us a lot!   Otherwise we would have ended developing a ECS and a Scenegraph! :P
  2. Hi, thanks for the information! Okay so everything seams to be doable with an ECS :o But the relation thing I still don't understand. For example: i got a car with 4 wheels. Car body gets turned by 90°. So the wheels would have to geht turned relative to the car body. Can you explain how that could be done with the ECS approach? Maybe with a code snippet. Thank you very much guys!
  3. Hi there,   our team is trying to build an data oriented entity component system for our game.   We understood in most cases the benefits of the system. But we are struggeling with the parent relationships a scene graph qould give us. For example you got a transformation change of a matrix. So all childs related to this matrix get updated in relation to the parent.   How can such relations be built in an ECS? Or do we have to run a scenegraph together wit h the ECS?   Thank you!
  4. C++ DirectX Renderer Design

    Yep, therefore I wanted to do a rendermanager that culls and sorts all of the stuff in the scene and calls the renderer to do all the work :)
  5. C++ DirectX Renderer Design

    Okay, so if I want a renderer that covers the most of the stuff directX can do its a good decision to do it the way its done in this source I think :) (what I don't understand is the performance decrease. How much does this cost if I wrap a resource in a class?)   If I understood it right the pipeline has to be designed that way you just put data in and get the transformed data out. That data should be prepared as good as possible before (culling and that stuff  I think)   Thanks :)
  6. C++ DirectX Renderer Design

    Okay, so that way you do it, you give a scene to the renderer. I think in the scene there are objects that for example inherit from a renderable interface?   So the renderables got a function render() that makes the renderer to draw them?   As you said the renderer is the system that gives me the device and resources. In the book I wrote all the resources are wrapped up. Is this a good idea or just overkill?   Thats what i wanted to describe with the problem I've read, its not a good idea to render the objects themselves.
  7. C++ DirectX Renderer Design

    Hi there,   maybe somebody could help me with some thinhgs I don't understand yet. I've read the book Practical Rendering & Computation with Direct3D11 and read the source code that belongs to the book.   I pretty much understand what he does. But there are some questions where I'm not sure:   -Is it common to wrap up everything in that way it is done there? Cause I looked over other source codes and I couldn't find another renderer that is split up that heavy. (Maybe performance?)   - I've read very often that it's not a good idea to let the models render  them selves, but there we got Entities that got a render method. That methods loads the pipeline with the instructions and let it draw it. Is this now how it should be done or not?   - There are more apps (for ex deffered rendering or ambient occlusion) that inherit from the base app. If I would do a framework and use it in a game: I wpould have for example do a deffered renderer that inherits from it and send my render queue to it? or even a forward renderer and so on?   - Everytime he inherits the app there is pretty much to do again. Is it the way it would be done, or is it more common to get the initialization somehow together that works somehow generic? so i just would have a call like   for(i < rq.length; i++) {      rq[i].render(); //here are some renderables in. }   thank you! Alex
  8. thanks for th replies guys :).. I think I understood what u mean. so for different stuff I have to use different alignments. I thought I have to align the whole data of the game to on boundary..
  9. So you just take a huge block of memory allocated by malloc and use this block then for your own allocators?   But for Pc only it should work i hope :)   If I always round up to 16 bytes wouldnt that be a huge waste of memory?
  10. Hi guys,   I'm working currently on a memory management system for a game engine. I've read a lot of articles and books about it and think I understood the main part, still there are some questions:     If I understoo it right you have to take the memory youwant to use over the game ap as a static field.   fr example i got an linear allocator: I would do something like this   char* subsystemMemory[2048]; linearAllocator.start = subsystemMemory;   char* renderSystem = linearAllocator.Allocate(sizeof(renderSystem), 4);   So to say I could do a file, where i declare all of the memory as static and use it over the game?   Next would be the alignment: Do I have to align my memory always in the type of the system im working? example: 32bit 4 byte align and so on?   Last I know about linear, stack, double-ended stack and pool allocators. Are there more that I should learn about?     Thank you for your time and merry christmas! Alex