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About NiteLordz

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  1. Horizon:zero Dawn Cloud System

    @Hodgman you planning on sharing an application with your findings ?
  2. IDE for Android NDK

    I started using vs 2015. It supports ndk debugging, and the emulator is smooth and fast.
  3. How to learn Urho3D

    I have been using this open source engine for inspiration for a long time now. it is very clean and thought out.   my suggestion, would be to dive into the code, and start playing with it.  step through it, and see how it goes.   i would also suggest jumping on this forum, as this is where the devs talk and what not   Next, i would look through the documentation (links on the left).   Enjoy and have fun with it
  4. I have been searching for a working sample of Emscripten in VS 2013, but none of the samples work. I know it's officially supported in vs 2010, but I'm hoping not to have to install 2010. Thanks for any input.
  5. IDE

    This sounds like what I'm looking for. I'm working on an editor using qt as well. If you want any help testing, don't hesitate.
  6. IDE

    Yea, I tried to figure out where/if those reg keys existed, but no joy. I was also looking for code completion, not just syntax highlighting, I think I'm reaching a bit for that though.
  7. IDE

    I have been writing many script files lately, and I was wondering if any of these exist, or what needs to happen to make them exist. I'm looking for an editor that could support intellisense, compiling against my exported script members etc... I'm on windows and using visual studio 2013. Can this be accomplished, or even an external editor with this functionality. Thanks much
  8. Adding to cozzie's...   Off the top of my head, as a web developer who has interviewed a handful of people,   -What technologies are you most proficient in ? -What technologies are you lacking skills in? <-- Be honest, nobody knows everything -What technologies would you like to learn ? -Do you like programming the front end flashy, or the back end data ?
  9. Focus and center on model

    In Unity, when you double click on an object in the hierarchy window, the scene automatically shows the selected object, centered on the screen, at a proper zoom level showing the object. How is that accomplished.
  10. Focus and center on model

    Thanks for the responses, but i don't think i was clear enough in my problem statement. I am already able to select the object.  My problem is that i have a hierarchy view on the left side that lists all objects within my scene. Then i have a scene window which renders the scene (hierarchy tree).  From the hierarchy view on the left, i want to select an object, say a cube that is 1 x 1 x 1. when i double click on it, i find it in the scene (already got that).  But now what i want is to have the scene rotate to that object (already got that), and zoom in so where the cube is centered, and focused.  I want this to work for all objects, so that an object that is 100 x 100 x 100 centers in view the same as an object that is 1 x 1 x 1.   I hope that was a little more clear.
  11. I'm working on an editor, and have many features working properly. Now I'm working on a few tweaks. One of them is being able to focus on the model when double clicked. I have played around with it, but haven't quite figured out the algorithm. Given an objects transform and bounding box, what do I need to do.
  12. Currently i have a cross platform engine and multiple samples that i have created by hand in different IDE's for testing.  Now i want to take it a step further, and export template builds from my Editor, ala Unity.    Has anyone had any experience with this.    For example, i have an base example project in Visual Studio 2013, that i can create the stock application from.  I would like to have within my editor provide the name and other properties of the project, and then click a button and have it build that exe, or project for debugging.   Thanks in advance.
  13. Deferred Context

    That's how i understood it, just wanted a little clarification on it.  In the scenario i provided, if that is the basic gist.  From my research, that about sums it up. 
  14. Deferred Context

    I'm trying to understand how one would utilize the deferred context, as opposed to the immediate context. Currently, my engine uses only the IC, but i have multithreading implemented in the engine, i use it for Frustum culling of objects and lights.   Given a scene that has 12 unique objects, with seperate VB/IB and materials.    Currently, my engine would spawn N Threads, on my system it's 4. Each thread would be given 3 objects to frustum cull, and return the results. After the culling, let's say i had 4 objects that were visible.   At this point, would each worker thread continue on, rendering to a deferred context, after each completes, they would finalize, and execute on the immediate context ?        
  15. I love that L. Spiro mentioned Glide!!!!