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ritzmax72

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About ritzmax72

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  1. Thanks Promit. I will try to reproduce as you mentioned
  2. Constant buffer is used to change transformation matrix of objects and it happens per user interaction. This only changes the camera. What if I wanted to deform and move cube(Let's say I am rendering a cube) on user input. Since cube vertices/index are on vertex and index buffers I can modify them per frame using some upload buffer. Using upload buffer to update coordinates(due to user input) doesn't seem performance friendly. Let's say that cube is a character user is controlling. User might be moving the character very fast. So I was thinking if it was possible to access a large buffer of vetex and index resource type in shader and then I could manipulate the character directly from GPU; by sending some transformation data through constant buffer. Which resources are used to represent highly movable objects in game world? index/vertex buffer, constant buffer or what?
  3. ritzmax72

    Havok Physic Engine sold for $75 M

    Thanks Frex, that was good insight into tech trading. But still, why did intel buy for $76 without doing anything with it and sold it to MS. They are releasing their GPU in some years, may be they gave lessons to their R&D.
  4. Back in 2007, Havok physics engine was sold to Intel by their developers for $75 M. Are physics engine very "hard" work or fairly simple if one has Phd in Physics and knows a couple of graphics api. Since most of us will not be able to compete with Havok engine but what best can we do with knowledge from both physics and computer science? Also, Intel literally did nothing with Havok as far I know, they sold it to MS for undisclosed amount. May be they wanted to look the code and found it semi to less useful. Do large companies have this trend of buying anything they see getting heat in market irrespective of analyzing why they would need it for?
  5. ritzmax72

    Vulkan and DX12 similarities

    Thank you guys for replies. I guess it is a good time for new developers to learn any of the graphics API, be it Vulkan or DX. One can easily switch between them if wanted to. MS has shown that they are mostly late to party(C#, DX12, azure), but they do good job at implementing stuffs. Their agenda might as well be "wait and see" and then attack 😛
  6. Is there an explanation for why Vulkan and DirecX12 api design are similar? Like did any ACM SIGGRAPH graph write a paper on efficient graphics api and Khronos and Windows took it and implemented for their platform?
  7. In msdn article titled "Uploading Different Types of Resources" https://docs.microsoft.com/en-us/windows/desktop/direct3d12/uploading-resources, function named SetDataToUploadBuffer has two parameters named UINT alignment and UINT& offset. I am really confused between two. By offset I am assuming "from the beginning" how many bytes one wants to update or do operation on. I have no idea about alignment but the call passes "sizeof(float)" to SetDataToUploadBuffer. Does this mean the caller meant to skip first float and update the rest of floats in the buffer?
  8. 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.
  9. 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?
  10. 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?
  11. 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.
  12. So you are saying destruction is about how to use maths to manipulate geometry, vertices, indices per frame in rendering loop?
  13. 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?
  14. Hi, L Spiro. How old are you now, given that you started at 16-17 yo.
  15. 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.
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