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About ritzmax72

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  1. Thank you Hodgman. I was wondering that if we already have Map, UnMap and CopyBuffer region then why are these UpdateSubresources function required. I knew d3dx12 had wrappers but didn't quite really hit me to check the definitions there.
  2. What it the difference between Heap-allocating, stack-allocating UpdateSubresources API for uploading data from UPLOAD heap to DEFAULT heap? Is it just a wrapper around plain UpdateSubresource function? Also, I assume copying happens in GPU timeline when CommandQueue is executed, but there are two copies at work; one from system memory to UPLOAD heap and other from UPLOAD heap to DEFAULT heap. Do both of them happen at GPU timeline or system memory data can be re-used immediately after calling UpdateSubresource?
  3. Hi All, I am struggling with directx 12. I am following Frank D Luna's D3D12 book. I figured out there is some concept like "Staging" buffer, which is used only during initialization. This staging buffer is vertex and index buffers. So chapter 6 has box demo which renders a box on the viewport. But I am confused on how someone who wants to generate new boxes during runtime can possibly achieve such thing. Do I have to presume how many boxes my rendering loop would need? This doesn't sound practical to me. Let's say I want to generate new boxes on press of a key (Say 'B'), how should I achieve this? Do I put the "Staging buffer" in rendering loop or what? I tried doing many things but it's either new boxes are not generated or nothing is displayed. Below is Chapter 6 source code. https://github.com/discosultan/dx12-game-programming/tree/master/Samples/06-Box Can anyone modify the code and achieve generating of new boxes on click or explain on how to go about that?
  4. I know vertex buffer is just another GPU resource represented by ID3D12Resource, but why is it said that vertex buffer don’t need a descriptor heap?? Other resources like depth/stencil resource, swap chain’s buffer need to have descriptor heaps. How does these resources differ from vertex buffer.
  5. So you are saying destruction is about how to use maths to manipulate geometry, vertices, indices per frame in rendering loop?
  6. That means how do I use base DirectX or OpenGL api's to make a physics based destruction simulation? Will it be just smart rendering or something else is required?
  7. Hi, L Spiro. How old are you now, given that you started at 16-17 yo.
  8. ritzmax72

    how to protect my game from piracy

    Hey desiado, thanks for the reply. I am thinking about the same. What I feel like if you have couple of hundreds customer then it is ok to assume your software will not get hacked but as soon as it becomes popular hackers would most probably find ways to make it free.
  9. I am going to put game in one my website which has some visitors. The game will be delivered by MS installer after user pay the amount a link to download will be available. I want to know how can I protect my game from being pirated from here? User 1 can give downloaded installer to User2 thus avoiding payment.
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