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Everything posted by kikr4000

  1. kikr4000

    Portal occlusion culling help

    So this is how I understand the concept of portals: If we assume we have a small house with only two rooms (kitchen and living room) then the door between the two rooms would be the portal. Assuming that the door always closes after you when you move from one room to the other. List_of_visiable_objects kitchen = {chair, table, sink,.......} List_of_visiable_objects livingRoom = {television, news paper, couch,.....} if(player is in kitchen) Render(kitchen) else Render(livingRoom) endif /Kim
  2. I am no expert but I am guessing that you should look in to normal mapping. Also I am guessing that you could have several models of the same truck. A very high mesh resolution when you only see one or two trucks on the screen (close view) and then a lower mesh resolution when you see the trucks on distance and thereby causing more trucks to be visible. Just a thought /Kim
  3. Hi, I am no expert but, I am thinking that work done in the pixel shader is expensive since it is per/pixel. Could it have something to do with the two if statements you have? My next step would be to comment out the two if statements and always run all the pixel shader code and see what processing time you then would get. (I know gfx will not be as wanted, but could give hints). /Kim
  4. kikr4000

    DX12 DX12 and threading

    Hi, I am following this series: https://www.braynzarsoft.net/viewtutorial/q16390-03-initializing-directx-12 It gives a very short intro to multi threading. If it works or not in practice I do not know. I personally have not yet reached the next step -doing multi-threading of my own project. Good luck, Kim
  5. Hi Hodgman, If you are using NVIDIA Gfx card then it might be the latest driver from them that is doing this. I had similar experience where code used to work and then suddenly started to crash on one of my machines. I spent a lot of time wondering why it was working on one machine and not the other. And why it had stopped working on a machine that used to execute the code without any problems. After going one step back on NVIDIA driver on the machine causing headaches it worked again. /Kim
  6. kikr4000

    DX11 DirectX 11 , Where to start?

    Hi, I read most of the book first. And as you also discovered it requires some work to get the books examples running. As I recall it I got some examples running using the June2010 SDK which you have to compile. Do not ask me details because I do not remember just found a short node I made: After Install of directX June 2010 the following must be compiled. C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11 Chose either x64 or x86 and make both a debug and release version Error concerning "d3dx11effect.h" Common expects d3dx11Effect.h In d3dUtil.h replace "#include <d3dx11.h>" with "#include <d3d11.h> #include <dxgi.h> #include <d3dx11.h>" The next problem is then what version of windows you are using I remember it also caused me some major headaches. So the book was mostly used for setting up DirectX (I basically used chapter 4-page 103 and forward as a recipe and wrote my own code based on that chapter) and get it working and understanding the flow of the directX commands in order to get going. Also it has been used for understanding some of the rendering techniques used for shadows and so on. But none of the examples is compile and go. Rastertek examples is perhaps not elegant code and you are right introduction of subjects and end target for tutorials could be better, but my experience has been that it is fairly simple to get going and then it is a matter of change code parts and experience how stuff works or not works after changes. The main problem with Franks book is the Effect Framework but that relate to the hlsl code. This is then where rastertek examples came in handy. What rastertek does are in most cases found and described in Franks Book. So for me it was a matter of cutting code pieces from the book to setup directX and using rastertek examples to get things going with HLSL. A third option I forgot to mention in my first post : https://www.braynzarsoft.net/viewtutorial/q16390-braynzar-soft-directx-11-tutorials Not a tutorial I have looked much at for getting going but have however used it later where the chapter concerning instancing came in handy. Doing DirectX 11 requires work to get going I have not seen any one source that gives you all the answers. /Kim
  7. Hi, I think you are right about the root cause of the problem. I have no experience on this topic: But I am thinking that the caching thread might have to do its work based on a priority list. Then images which was skipped in one loop gets a high priority in the next. And then some sort of max work load for the cache system. Another option could be to have the main thread control the cache system so it is only running when the GPU is busy and the CPU might have less to do. I know it kind of kills the idea of concurrent processing, but it might be use full to for instance trigger every processing loop in the cache system. Another though: How many threads are accessing the Hard disc? If you have many access active at the same time. The hard disc might spend a lot of time seeking from one file to the other and back again. Just some thoughts, hope it pushes your brain work in the right direction :-) /Kim
  8. kikr4000

    DX11 DirectX 11 , Where to start?

    You could try this page: http://www.rastertek.com/tutindex.html DirectX11 and techniques to get going. I have come far using Franks book and this page. /Kim
  9. kikr4000

    2D game animations looking for any feedback

    Walking animation top one: For me it looks like there is missing an image in the animation when the right leg is moving from back to front. Else very good I think /Kim
  10. kikr4000

    Need help with creating AI

    Hi, I would try something like: Define vector from paddle to ball to indicate wanted direction to move. Define wanted direction of paddle based on the vector. To make it beatable. You could limit the max speed and acceleration (+ and -)of the paddle. So when the ball changes direction the paddle will have to "break" before it can move in opposite direction.
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