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  1. hi,   many vulkan tutorials have same synchronization pattern which contain 'ImageAvailableSemaphore' and 'RenderingFinishedSemaphore'.            but i cant find code that unsignal these semaphores. where is the two semaphores unsignaled ?    
  2. command sequence are executed in order, but are performed in parallel. <- it's a pipeline architecture. so if a command has a data dependency with other command, i should insert memory barrier between them to solve data hazard problem.   it's right ?
  3. https://www.youtube.com/watch?v=Bu581jeyTL0   the tutorial says that  "Command buffer begin execution in the order they are submitted, the commands within the buffers also begin execution in the order they are submitted.  That doesn't mean that the work submitted later in the same queue isn't allowed to begin execution before the previous command buffer have finished.  Shemaphores make sure command buffer execution won't overlap, where neeeded"   this description is good. i understand that command buffers are performed concurrrently. then commands in a command buffer perform concurrrently ?
  4. hello, i make vulkan example. but i cant static link vulkan library   error message is 1>VulkanHI.obj : error LNK2019: unresolved external symbol _vkCreateInstance@12 referenced in function "private: bool __thiscall VulkanHI::CreateInstance(void)" (?CreateInstance@VulkanHI@@AAE_NXZ)     i reference 'vulkan-1.lib', define 'VK_USE_PLATFORM_WIN32_KHR'.
  5. i studied Winsock programming and i think and book say that iocp programming is efficient in Winsock programming. and i now make 2D mmorpg, so i think i must use iocp. and i know that unix and linux dont have iocp function , so use Thread function. is it correct ? more efficient function exist ? i dont know unix or linux programming .. i can use only window programming. thanks for answer. (i'm poor at english)
  6. i studied tcp/ip programming but i dont know how to program .. so i wanna get mmorpg game source or example.. my concern is iocp network programming.