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About Infinisearch

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  1. DX11 3D Model Coding Question - DX11

    I suppose a good question to ask would be do you have a particular model format in mind?
  2. You might also might trying to compile and run Microsoft DX12 samples on github. See if they work... if they do just enable the debug layer. (which I think you should do anyway)
  3. Perhaps you should file a report with nvidia?
  4. which leads you here: and I don't know about opengl/vulkan try googling conservative rasterization along with vulkan or opengl.
  5. Conservative rasterization is what you're looking for. DX12 and 11.3
  6. DX11 Use a cone to cut a surface mesh

    You might be looking for something called CSG (constructive solid geometry).
  7. DX11 Get pointer of backbuffer?

    Have you tried a small project to see if that number increases? It might just be its going through the motions even though its an empty project. Also where'd you learn how to inject?
  8. DX11 Get pointer of backbuffer?

    Quick question, do you want these addresses so you can read and write directly to said buffer from the CPU? Because if so it would be really slow and might not even be easily doable because they would be in a swizzled format. If you want to work with those buffers directly you would have to go about it differently, like using a dynamic texture or some such.
  9. This thread will be of use to you, the three links in my post in particular. They describe how GPU's work, that might get you more comfortable thinking about compute shaders. One of the links will eventually lead you to this page: Also if you're new to graphics programming it's common to start with DX11. DX11 will also have alot more online tutorials than DX12. I don't have the time right now but I'll see if I know of any compute shader tutorials.
  10. Are you talking about the DX12 mini engine? Anyway as far as compute shaders go how about starting off with a blur filter?
  11. You're welcome. Just remember it is very important what API you're using. Sorting by depth first on dx11 can actually cause worst performance because all the state changes. DX12 is different not just in more draw calls but some state changes are cheaper.
  12. AMD had a paper on the subject called "depth in depth" which I will attach. I also found this with a pretty good explanation of depth related issues: It also depends what API you're using since in DX11/10/9 and opengl you will get more bang for your buck sorting by state first. DX12 and Vulkan with the great amount of draw calls possible makes it more practical to sort front to back. Depth_in-depth.pdf
  13. Virtual Memory

    That disables demand paging not virtual memory... virtual memory is used to protect each applications memory space from each other. While demand paging allows you to use more memory than physically available.
  14. Picking a real-time strategy engine

    I'm gonna go out on a limb and say try SpringRTS. You supposedly can customize pretty much anything and it will be alot easier to get results quickly since everything already has an implementation. I think quick results and ease of getting up and running are important. However I'd also say go to the unity store and see if there is code for an RTS (I just quickly checked and it appears to have something -!/content/79732 ), that also might be a good option.
  15. Tile Transition Logic

    I think the term you want to search for is auto tiles. I don't know much about there implementation but I think thats the term used to describe your diagram.