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About streamer

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  1. streamer

    Convert std::string to WCHAR ?

    This code is deeply broken. You're returning a pointer to memory that is freed when the function exits (because the temporary wstring will be destructed). It may seem to work, but that's the horrifying reality of undefined behavior - it often seems to work until it bites you viciously.   You are right! :)   +1 for noticing it.
  2. streamer

    Convert std::string to WCHAR ?

    Here is one nice small snippet.  const wchar_t* to_wide( const std::string& strToConvert ) { return std::wstring( strToConvert.begin(), strToConvert.end() ).c_str(); }     Notice: not working, skip it. I just leave it as is, to be here as warning how NOT to do some things.
  3. Do you want to use 2D representation or real 3D isometric view? Both of approaches use different kind of programming.
  4. streamer

    Geometry Shader Only Outputs 3 Vertices

    I am not familiar with geometry shaders but here are few thoughts: - you are using two triangles with unappropriated culling, switch culling off if there is a second triangle shown (easy to debug) - you are try to render triangles with triangle fan method, and output is expected to be two triangles. Add two more vertices, or render with triangle fan Anyway 3d APIs usually work with triangles not quads. However, OpenGL have GL_QUADS rendering method, but that is not geometry shader.
  5. I don't think there is any restriction about it (not 100% sure), probably the memory is the limit. However if I remember well, I have read somewhere that 3th dimension on texture also should be power of 2. So it is wise to have 1,2,4,8,16 etc layers.
  6. I am not familiar with SharpDX, but you are probably not using 3D textures out of box. 3D textures are made like bunch of 2d texture "slices", so if you have for example 10 pcs of 1024x1024 textures, you can make 1 3D textures with 10 layers of 1024x1024 textures. Then you make 1 SetTexture call and use 3 coordinates for mapping, instead of u and v coordinate for "ordinary" 2D textures.
  7. As I stated before 3D textures are way to go, if you are concerned about switching textures. If you feel any problem with 3D textures (yes they may not work on really old hardware) then your only way to go is to determine maximum texture size available on computer through caps, then dynamically create bigger texture sheet. Say you have 4 textures with 1024x1024 size and maximum available texture size on computer is 4096x4096, then you during loading process putt all 4 textures on one bigger. Of course you will need to have special class for handling UV of dynamically created textures but that is another story. But as mhagain stated probably you will not have too much problems with texture switching, biggest bottleneck you will probably have is a number of draw calls. Just try to make 4000 BeginSprite/DrawSprite/EndSprite calls then make same with 1 BeginSprite, 4000 DrawSprite and 1 EndSprite call,l and you will understand the problem.
  8. There is one "extended" version of using sprite sheets, and that is using of 3D textures. On programming side you have one texture call, with defining one more texture coordinate beside u and v. Probably this will be the fastes way.
  9. streamer

    Best 3d modelling software for beginners?

    I recommend Cinama4d, it is really easy to use. Even I as programmer could made some basic stuff after 1-2 hours. As indie developer don't forget to check the price of modelling software. Cinema4D is pretty affordable if you are going to commercial software. And off course there is always a Blender - for free.
  10. streamer

    Hardware Shaders

    Hi Is it possible for you to put the movies for example on Youtube? I don't have QuickTime installed, and I didn't installed it because I'm not seeing so much mov files on net. You tube videos can be nicely embedded into blog I think so. Keep up the good work! Your game look fantastic.
  11. streamer

    More destruction

    Can you upload movies to youtube?
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