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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: http://freeimage.sourceforge.net/download.html 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: https://gist.github.com/ocornut/cb980ea183e848685a36
  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. gSimulationManager.run(); // 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?
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