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Member Since 10 Aug 2007
Offline Last Active Aug 22 2015 01:50 PM

Posts I've Made

In Topic: Graphics Layers for different for Directx11 and Directx12

30 May 2014 - 07:17 PM


I then have many cpp files that implement then stuff in these headers, e.g. I'd have a single Device.h, and then Device_D3D11.cpp, Device_D3D9.cpp, etc...

This is what we do at work.

Maybe function pointers come handy at this situation . Instead of havina a launcher the application can in realtime assign appropriate functions that the platform supports to the pointers . And then application moves on with calling only these function pointers .

That would be a great way to make a mess of your code, and since the application would link to both Direct3D 11 and Direct3D 12, only people running Direct3D 12 could run it, making Direct3D 11 a useless parasitic twin.

If you took anything away from what Hodgman said let it be the part regarding multiple executables.  This is standard in the industry for a reason.



L. Spiro



Not entirely true. I've had success in the past with Direct3D 9 and 10 in the same executable by marking the D3D dlls as being delay loadable, and then checking for which version of Direct3D the user's system was capable of running and loading that rendering path.

In Topic: Render directx in only a portion of a window

21 February 2014 - 09:35 PM

Just add a smaller control that is the portion of the window you want to render to and use its HWND instead of the main window's HWND.

In Topic: Using both D3D9 and D3D11

21 August 2013 - 09:55 PM

Couldn't you just set the D3D9/D3D11 dlls to be delay loaded in your project settings? Then they will only be loaded when your application first tries to use a function from one of them.


You'd still have to check for their existence before initializing your renderer or it'll crash when it tries to use one if it doesn't exist.


(Note I've never actually tried this with the D3D dlls, but I don't see why it wouldn't work)

In Topic: Is there any way to make animations using physical dolls?

12 August 2013 - 08:54 PM


That's an interesting looking device. Have you actually tried using one? Or anyone else have any experience with one? I'm curious how well something like that would actually work in practice.


I've tried using a Kinect for motion capture purposes, and found it to be extremely noisy, and the limited viewing space really restrictive. It also would glitch out massively if you ever self-occluded yourself and put say one leg in front of the other. I have hopes for Kinect 2, though it'll suffer from the same self-occlusion problems. Though you can alleviate those somewhat by using 2 Kinects at different angles (haven't tried that myself, so, I don't know how well that really works).


Plus of course, some actually has to be able to physically perform the motions you want to capture...

In Topic: Non-random evasion in turn-based games?

01 August 2013 - 12:05 AM

You can add a delay to every action (or at least to slower actions), giving you a natural opportunity to evade it (provided you have enough time).


Say you are going to act next in 5 ticks of game time, and your opponent begins an attack that takes 6 ticks to land. Your turn will come up before the attack connects, letting you either move out of the way of the attack or perform a guarding action. Hitting someone is then a matter of either timing your attack right so they don't have time to evade it, or positioning yourself such that they cannot physically move to evade it.


Then like a fighting game, you can have different amounts of hit/block stun on moves, or punish someone for missing an attack provided you can move and attack while they are recovering from missing their attack.


This would work best in a team based game, otherwise it would be too easy to just pick the optimal move at all times and avoid everything. You'd also want area of effect and other such wide angle attacks to limit evasion and be able to be used to position your opponent where you want them. Same with attacks that push your opponent around, being able to shove a blocking opponent into the path of another of your character's attacks would make for an interesting mechanic.