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Cambo_frog

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    283
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855 Good

About Cambo_frog

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  • Interests
    Programming
  1. Hey, you guys on DirectX 12 early access program. Now the API is public, do you know when your NDA will be lifted, so you can share your experience with us? :)
  2. Just a note for you guys on kepler. I have nVidia 650 ti. The code from backsteps previous attachment ( D3D12-TexturedUpdate4a.zip ) worked Ok for me with a hardware device, when I backed down to D3D_FEATURE_LEVEL_11_0, from D3D_FEATURE_LEVEL_11_1, in the call to D3D12CreateDevice.   build 10041.   Edit: no warnings in debug output.
  3. Been blocked from gamedev for over a week by Avast in browser protection. Was reporting malware (HTML:Script-inf).   Just got back on today.
  4. Cambo_frog

    Rudeness in computer science?

    ApochPiQ, I would so up vote your post if it wasn't in the Lounge.
  5. Haha good point! If I can make an income with it too, I think they would be very pleased!Exactly, it's a win win situation. Now go for it and good luck.
  6. It's great that you have respect for the opinions and wishes of your parents, but you are reaching the time in your life where you need to make your own decisions concerning your future.   I don't think working towards a career in your spare time could be considered as slacking it off.
  7. Cambo_frog

    Daft new post vote buttons

    I can't see a dislike button? All I see is this:
  8. It should be. The menu item is titled " Start Without Debugging Ctrl + F5". I have pro version of VS2010, but I can't see it being any different in the express version.
  9. Cambo_frog

    zzz

    Translation: Stop dissing your favourite IDE, Visual Studio. You should just rate this guy down if you don't like his post. [/quote] How do you rate down?
  10. Cambo_frog

    DXViewer missing DLL

    The dlls reported missing are for debug builds. Have you tried building in release mode?
  11. Cambo_frog

    Custom control mapping

    Hey guys, If you are thinking of developing a game and releasing it to the public, could you please consider giving the user the option of custom control mapping? By " custom control mapping". I mean giving the user the option to map any "action" in your game, to any key or mouse button. This awsome guy, Gareth, who has cerebal palsy and has no use of his hands, can play FPS and driving games with a mouse and his chin, as long as the game controls can be customised, Please, please view this forum link for more details. Although I am using Gareth as an example, custom control mapping would be useful to everyone, not just the disabled.. Thanks for reading
  12. Yea, iterator debugging/bounds checking can be a slowdown. Iterator debugging is NOT enabled by default in realease builds in VS2010.
  13. Cambo_frog

    Thy favorite creation

    Probably when I wrote an assembler for the Commodore 64 (with the 8 bit 6502 processor) in the mid 1980s. I found a source code listing in a magazine at the time for an assembler written in BASIC. I spent several hours typing the listing in, correcting until it ran sucessfully. Note: The Commodore 64 had a built-in BASIC interpreter in ROM. I thought, what program should I produce using this assembler written in BASIC? Maybe some of you can guess what is coming next? Yes, use it to produce an assembler written in 6502 assembly language (producing a program in native 6502 processor machine code). It was a fantastic learning experience regarding "low level" CPU instructions. When it came to learning high(er) level languages later, it made them much easier to learn knowing that there implementations would use the "lower level" constructs I had learned earlier. BTW, The assembler I wrote in assembly language was several hundred times faster than the BASIC version. P.S. I am not an assembly language freak. I haven't used it for ages (I use c++ mostly), but it was great for learning at the time.
  14. Cambo_frog

    DXUT's CGrowableArray

    Also do a google search on _SCL_SECURE. The default define is _SCL_SECURE=1, which results in the MS implementation of std::vector using a lot of bounds checking and iterator checking code. Try defining _SCL_SECURE=0 For example, in the VS 2008 IDE: Menu->Project->Properties->Configuration Properties->C/C++->Preprocessor Append ";_SCL_SECURE=0" (without quotes) to the "Preprocessor Definitions" property/string Note the leading semi-colon when appending new definitions. You should notice a big difference in performance when _SCL_SECURE=0 is defined. I use the default _SCL_SECURE=1 for debug builds, and define _SCL_SECURE=0 for release builds. One major warning: if you are using extenal libraries which use the SCL (e.g. BOOST) they must be built with the same definition of _SCL_SECURE (for release and/or debug versions).
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