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About iedoc

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  1. Keep a list of all connected clients which you populate as clients connect. If you need to download it from the server , one popular format is json
  2. I'll look at this in more detail later, but in the meantime, two things: first, you shouldn't use d3d10 since d3d11 runs on the same hardware and is meant to replace d3d10 The other thing, is use the graphics debugger to debug your graphics pipeline, it'll save you tons of time. In visual studio, under the debug menu, there's an option for graphics debugger. Click that then click start graphics debugger. Once the debugger is started, press the print screen button to capture a frame for debugging. Once the frame has been captured, double click on that captured frame to see all draw calls and pipeline state for that frame, as well as being able to debug the shaders and see the output from each shader
  3. iedoc

    DX11 D3D11 Picking Problem

    what shows (-70, 0, -70)? the ray origin? or the ray direction? If neither, make sure your getting a ray you would expect to get before anything else. is the ray origin the position of the camera correct? is the ray direction somewhat in the direction your camera is facing?
  4. iedoc

    DX11 D3D11 Picking Problem

    was this a typo? (using an "m" matrix, i don't see it anywhere else in that code, i'm sure you meant "mat") float3 ray_origin; ray_origin.x = m._41; ray_origin.y = m._42; ray_origin.z = m._43; Also it's not weird that ray_dir.z would be negative the further down on the screen you click, if your camera is facing down. ray_dir and ray_origin should be in world coordinates, so the direction that ray points depends on the direction your camera is facing (as well as where on the screen you click)
  5. iedoc

    Smart glasses with Windows OS

    i'm not aware of any smart glasses that are not bulky, other than the google glass, definitely won't work for what you need, they are more of a heads up display rather than augmented reality. What smart glasses have you been looking at? I don't think the smart glasses technology is quite where you're hoping them to be yet. there's really not a whole lot of choices at the moment. The solution i'd choose is VR, maybe oculus or vive, but again, bulky (and need to be connected to the computer, so probably also not going to work for you). Smart glasses also have a hard time showing black. hololense for example does not show black. black is transparent (The Vuzix looks pretty cool though, i don't think they said what OS it's running on, but it's likely not windows)
  6. iedoc

    OpenGL Framebuffer

    are you using that framebuffer as a texture? or do you mean framebuffer as in render target? You should only draw when you need to. for example, if nothing changes in your scene, there's no need to redraw everything. use dirty flags or something to know when something has changed Without knowing more about your application, i can only say drawing to your framebuffer every 5-10 frames is fine if you don't need to draw to it every frame Also, make sure your profiling, sometimes the bottleneck is not where you think it is
  7. Get a graphics debugger like Nsight or RenderDoc. This way you can see what information you ACTUALLY sent up to the gpu and are using, as well as you may be able to debug the shaders Also be sure to start simple. try first rendering a triangle in screen space. once you get that triangle rendering, use the world (object), view, and projection matrices. A couple things it could possibly be: Object rendered behind camera or between camera and near plane of the projection matrix (or beyond the far plane, or of course out of the view frustum (out of sight)) Not clearing depth buffer Not sending the position (or other attribute like color) data up to a buffer Not binding the buffer (vbo) before sending the data or drawing the object (not sure if you'd get an error or not), or the vao Not drawing enough indices (if your using indices), or vertices Backface culling is opposite of the winding order your currently drawing the object as Drawing wrong topology (eg. point, line or triangle) Anyway, maybe one of those will get you looking in the right place
  8. iedoc

    Any DX12 books recommanded?

    Have you checked out these? Braynzar Soft DX12 Tutorials
  9. iedoc

    Breakpoint Problem, Please!

    Probably a dumb suggestion, but are you building in release mode?
  10. fixed fps is so your calculations can assume around that fps. if you want 60 fps, and if a frame takes longer than 1/60 seconds, then you should skip your next frame and wait until the frame after that should run. if a frame is faster than 1/60 seconds, you should sleep or wait for the duration of time until it has reached the 1/60 seconds time fixed 60 fps does not mean you will run 60 frames per second exactly. some frames may take longer than 1/60
  11. iedoc

    What are Groups?

    Would groups communicate with each other through chat or forum? Also could anybody start a group or would they be premade?
  12. iedoc

    Community College or Online School?

    I don't think in the end your success is going to depend on your education. I think most companies are going to be more interested in what you can do rather than your academic history. Having something to show you are able to do the job is a lot more interesting to employers, like projects you've worked on or any shipped games you were involved in. Anything to show your commitment and passion for the work will help. Communication skills is also essential, not everyone realizes how important the impression you make on others is
  13. should be as simple as transforming that local point to the models world space: p1 = localPoint * modelWorldMat; p2 = worldPoint; draw([p1, p2]); in the vertex shader, you'll have to then multiply the points by the cam1 view mat and the projection mat outPos = p * viewMat * projectionMat; where viewMat is CAM1's view matrix, and p is p1 or p2 EDIT: so your CAM2 position is the world point, and the "local" point is the direction CAM2 is facing? normally camera's are specified in world coordinates, so the direction should already be in world space p1 = CAM2.position + CAM2.direction * lineLength; P2 = CAM2.position; the direction a camera is facing is usually a unit vector, so if you want a longer line you'll have to multiply that vector by a scalar, like 10 if you wanted the line to be 10 units long
  14. You definitely don't want to use the time. I just reread your original post and you said you keep track of the first time the user opens the app. there's only around 80 million milliseconds in a day, so it's highly likely that you will eventually have multiple people with the same id, especially since apps are open most often during certain times of day. I suppose you could use the datetime or epoch, that would be better, but still could result in duplicate id's if you were to say promote your game, and a bunch of people started playing your game that day. Also, where would you store that id? when they reinstall the app, or clear the app data, you'll probably lose that id unless you save it somewhere else on the phone Could you clarify what you plan to do with the ID? Does the ID have to be the same every time the user comes online? or do you expect the ID to change every time they open the app? You don't want the user to get a new ID when they reinstall the app, but what if they change phones? can they get a new ID then? Maybe a simple login system with username and password when they come online would do the trick, that way they will have the same ID no matter what, and you won't have to get information about their device or anything like that.
  15. iedoc

    A Common Thread

    Again with the "you people" thing... racist. I can't help that I was born a mere human
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