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About Jiraya

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  1. I see, now I understand why audio sometimes stutters in some games Thanks guys!
  2. I'm currently learning XAudio2, and so far I think I've got a general idea of the basics (load sound to buffers, send buffers using a source voice to a mastering voice, and so on) So I was wondering, is audio something that needs to be in sync with the game's frame rate? I decided to watch some youtube videos of games being played at very low and very high frame rates, and all music and sound effects were played the same. I believe this is not surprising, otherwise the audio would be played at a variable speed depending of the frame rate, and that would ruin the experience completely. But still, is there any situation that audio needs to take into account the game's FPS? (rhythm games, lip sync perhaps?)
  3. Thanks Rutin, I think it's better to be safe than sorry.
  4. I am planning to use some third party libraries, more specifically FreeImage, and in the Download page there is a Disclaimer: Basically it displays the licenses and the copyright owners of the libraries included within FreeImage. I know I have to display FreeImage's license at some point in my game, but do I have to display all of those licenses from the libraries contained within FreeImage itself?
  5. Thanks everyone, you were really helpful. Also, if anyone stumbles in this topic in the future, I've found a link with some good resources about memory and cache:
  6. You guys are right. It's not the stack, but it's not the heap either. Also, I should apologize for the mistake, since in the book the author doesn't mention anywhere that it's on the stack, so it's a mistake on my part. About the "data segment", if these globals contain any member pointer variables, and I allocate memory dynamically on these "startUp()" calls, I suppose this newly allocated memory will reside in the heap then. Since they're basically on different memory regions, will dereferencing the pointer be slower?
  7. I'm reading the book "Game Engine Architecture" where the author suggests declaring singletons as global variables, and later initialize each of them inside main() in the correct order. Example from the book: RenderManager gRenderManager; PhysicsManager gPhysicsManager; AnimationManager gAnimationManager; TextureManager gTextureManager; VideoManager gVideoManager; MemoryManager gMemoryManager; FileSystemManager gFileSystemManager; // ... int main( int argc, const char * argv ) { // Start up engine systems in the correct order. gMemoryManager.startUp(); gFileSystemManager.startUp(); gVideoManager.startUp(); gTextureManager.startUp(); gRenderManager.startUp(); gAnimationManager.startUp(); gPhysicsManager.startUp(); // ... // Run the game.; // Shut everything down, in reverse order. // ... gPhysicsManager.shutDown(); gAnimationManager.shutDown(); gRenderManager.shutDown(); gFileSystemManager.shutDown(); gMemoryManager.shutDown(); return 0; } Isn't it risky to create all these singletons on the stack? I mean, depending on the situation won't I get a stack overflow or something like that? I apologize if it's a silly question, I'm just a little confused about the topic of where and when to allocate memory.
  8. For a 2D game, does using a float2 for position increases performance in any way? I know that in the end the vertex shader will have to return a float4 anyway, but does using a float2 decreases the amount of data that will have to be sent from the CPU to the GPU?
  9. Old or new, it seems Microsoft does exactly the same thing:✓&q=d3d9&type= Apparently, this is done because WPF is implemented in D3D9 (probably for hardware compatibility purposes). I guess it works, but not without its problems:
  10. Hi Marcus, thanks for the reply! But isn't this pure Win32 API style? I meant using C# and Windows Forms. I've found a tutorial here in gamedev that shows a way how to do it. But I'm not sure if it would work in D3D11. I've posted the link in the first post.
  11. WPF seems interesting, but apparently you're forced to use D3D9 for displaying a Direct3D Surface/Frame?
  12. I am aiming to learn Windows Forms with the purpose of creating some game-related tools, but since I know absolutely nothing about Windows Forms yet, I wonder: Is it possible to render a Direct3D 11 viewport inside a Windows Form Application? I see a lot of game editors that have a region of the window reserved for displaying and manipulating a 3D or 2D scene. That's what I am aiming for. Otherwise, would you suggest another library to create a GUI for game-related tools? EDIT: I've found a tutorial here in gamedev that shows a solution: Though it's for D3D9, I'm not sure if it would work for D3D11?
  13. Oops, you're right. Thanks for pointing that out
  14. I don't have a company myself, but I think this course is somewhat useful: It's by John Romero, and he gives some insights he'd learned. I know little about trademarks, but I'm curious as well. I don't think you need a legal entity for an international release on Steam, but if you were to trademark the IP (which is a good idea if you believe in your game's potential), I think it would be a good idea to do so as a legal entity: But I'm a newbie, so don't take my word for it. Keep asking around
  15. Thanks Hodgman! For some reason I thought games compiled shaders at the user's machine before execution. I'm glad this is simpler than I thought.
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