# Syntac_

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1. ## Is there a way to compare texel density in Unreal engine 4?

https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Streaming/Building/ There are a bunch of view modes for viewing texel density here for streaming.

3. ## I need to learn DirectX. The examples for Introduction to 3D Programming with DirectX 11 by Frank D Luna does not work. Can anyone help me

Need more information than "They do not work for me". What's not working?
4. ## plane point distance help

No, your expected distances are incorrect. A plane at -350 parallel to the y axis and a point at 200 are 550 units apart, not 150.
5. ## plane point distance help

Of course, you are correct, I'm having a memory lapse.
6. ## plane point distance help

I'd normally do distance = dot(normal, point - pointOnPlane) I don't see how you can use distance from origin only, how do you know if the plane lies in the negative or positive x-axis?

Just a word of warning. UE4's implementation of destruction rendering is completely unscalable. Each chunk becomes a draw call.
8. ## Application for testing PBR shaders

Mitsuba is popular for using as a reference. MJP did a quick start article here.
9. ## Issue with the binding of 2 texture

What happens if you remove the register code in the shader?
10. ## Quesion on TBN Matrix generation

E1=ΔU1T+ΔV1B E2=ΔU2T+ΔV2B These formulas are a different way to represent the edges E1 and E2 using the tangent and bitangent as the article says. In order to calculate the tangents and bitangents per vertex you need to apply the last formula in the article. There are several methods to calculate the tangents and bitangents for a mesh, the most popular one I know of is "MikkTSpace". https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.h https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.c The TBN matrix that you construct in the shader is made up of the tangent, binormal and normal vectors. As these are all orthogonal unit vectors they create an orthonormal basis.
11. ## Using Unreal Engine 4 on Windows virtual machine, how was it?

You can also run with -nullrhi for no graphics on a build machine.
12. ## IDEs for python?

For Windows, PyScripter is also really good.
13. ## Audio Integration into games?

Working with audio middleware tools (Wwise/FMOD) and in-engine experience (Unity/UE4) yeah. Programming, no. I think it's good to have had experience with Wwise and FMOD while at Uni as these are very popular audio middleware solution for games.
14. ## My Very First Game - Made In Python - TICTACTOE

Congrats :)   Something that's initially obvious is that there is not much code reuse. For instance rather than having player2 and player1 functions can you not use a single player function and pass in which player it is. Or reduce the amount of code in Turns, use a for loop for example. For this game it's not going to be a massive issue but as you get much larger complex code bases, avoiding duplicate code helps to make iteration much easier. This would be a great example to practice from. Just to note, the aim is not to make it in the least lines possible as that is not always beneficial and can make codebases harder to read.
15. ## Best animated model file for directx12

I'd choose COLLADA and use ASSIMP to import it. Or FBX and use FBX SDK to import it. If this engine is just for testing then I'd just leave the model formats in COLLADA/FBX.  If it's for a game engine then I'd convert these files to a model format suited for your engine for optimum storage usage and loading speed.