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About niexuchina

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  1.   I run a-buffer OIT sample in DX SDK. It's very slow, it can't be used in games. Is k-buffer also slow?
  2. I previously encountered a problem of transparent dresses and hair rendering. I didn't figure out a perfect solution at that time.   Later I have an idea of sorting triangles. My idea is to divide view frustum into many small view frustums, and put centers of triangles of a mesh into those small frustums, and then do sorting on triangles in each small frustum. Because nearer frunstums occlude further ones, we can fill the indices buffer in the order from further frunstums to nearer ones. So that triangles will be rendered from further to nearer.   I wonder whether there is someone who has already implemented such an idea.
  3.   Thanks.   The article is insteresting. And it also contains many reference articles in the end. But this method works only for static meshes. And its preprocessing is so slow.   Any other idea?
  4.   Thank you.   You mentioned that triangles can be sorted on gpu, through compute shader, openCl, or cuda. Could you talk more on this? Could you post more information on this? I can't find anyting useful on this topic through search engine.
  5. I've searched on google and I haven't found any useful information yet :(.   Is there any one who knows something about this?
  6. 3D Max CS bone is man shape bone system. Because it adopts program driven animation, so we have to sample the animation, usually at 30 FPS, which results big data file. Is there any available code to reproduce the program driven animation with only needed data in games?
  7. niexuchina

    Handling other languages and font.

    If you are using DirectX, D3DXFont simply works:).
  8. Most of game code should be writen with script language, like java, lua, python, c# for unity3d. It's no need to work with native code if you are using a good engine, like unity3d. The only reasons to adopt c++, I think, are to replace some slow code, to call native api, and to reuse old but useful code base.
  9. Our game needs to record playback video. We have handled video recording with ffmpeg. But for audio, is there a method to capture any sound coming out from a game? I have knowed that WASAPI can capture all sound from computer, but I expect something better :-).
  10. I saw there are 3 strange methods in NiDynamicEffect, they are void IncPushCount(); void DecPushCount(); int GetPushCount() const; . Document does not metion those. And they are never called anywhere else. Is any one familiar with Gamebryo? Who can tell me what is PushCount of NiDynamicEffect?
  11. I have used WM_NCLBUTTONDOWN's wParam to solve it.
  12. It's WM_NCLBUTTONDOWN. If we do not pass this message down, the game doesn't stop. But we can't receive some messages like minimize nor close neither.
  13. Still doesn't work. The key message is WM_NCLBUTTONDOWN. But we can't handle it manually, because we don't know whether cursor is on a window system button.
  14. It doesn't work. I think that our game stopped inside DefWindowProc().
  15. Yes, it's just like Alt is pressed. We have handled Alt so that the game did not stop. But window system buttons are still trouble.
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