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Member Since 28 Oct 2007
Offline Last Active Apr 25 2013 09:16 PM

Topics I've Started

Component object model and networking architecture.

11 April 2013 - 05:12 AM

So after all those dedicated posts about Component object model i decided to use that into my game, utilizing Artemis.Net.

Now, about networking it is unclear, on how i should properly integrate that, without messing up my components/systems.


I'm planning to use Authorative server model.


So basically from what i understand, i would have an 'agreed' clean/begining state of objects in both server and client. Then, when a component from any of entity updates, it is marked 'dirty' and is added to some sort of queue 'send list'. Or when it is needed to create new entity, a 'create this entity from this template' type of message is sent.


What is unclear, is how to properly implement this right from the start, so i have a nice system to work with, that i will not have to change later. Where do i store the 'dirty' flag? In each component? How do i manage different versions/generations of entity?


How do i manage cycles or behaviours, that are consistent and depend on system? For example, if i have circle on ground, that changes its color to,say, red, if player steps on it, and continues to pulse and change its behaviour, depending on color. I would have a 'Pulsates' component in entity, that has property like 'isPulsating' and 'currentPulseColor', that would change every frame. But i dont want to send pulsating color every frame, if i know, that if i had a message update of 'isPulsating', i can calculate pulsating color just from that, i dont need updates on pulsating color every frame from server. How do i manage and distinguish between things like 'isPulsating' and 'currentPulseColor'? And then again, i would sometimes need to know everything, for example, if the circle was not in range, and then becomes visible, i dont know for how much long it had been pusating and therefore cant calculate its color, and i need that data...



hplus0603 Had a little insight into this a while a go, could you maybe help me with this? biggrin.png


Help me understand how to hook DX application, to copy screen buffer

02 July 2012 - 01:17 PM

I'm developing application in C#, and i'm currently strugling in finding the general correct steps required to sucessfully hook DX function in order to send screen buffer to my main application for some processing.

Here is a list of what i think i should be doing so far:

1. Attach a custom C++ dll into target application, from my main application (written in C#)
2. DLL hooks some (Device Present and Reset) functions in d3d9.dll that is loaded in target application.
3. After even occurs, i need to send a callback event from the custom dll to my main application, containing the screen data

Can someone please correct me where i could have gone wrong and help me with point 3? I'm not expirerenced in dll callbacks, let alone not a C++ interop guru and im having a trouble understanding how i could possibly have a callback to my main application from a C++ dll loaded in another application.

Wait for GPU to finish GPU->GPU Resource copy

13 January 2012 - 12:29 PM

Hi! How i could wait on my cpu thread for graphics device to complete copying resource before i continue executing ? DeviceContext-CopyResource is Asynchronous and creates some undesired behavior when i need to use it in my application, because i need the last copy to be done before i issue another...

Tile based forward rendering?

15 October 2011 - 08:20 PM

Hi! I would like ask opinion on idea, because i don't want to waste my time implementing something that is stupid right from the start.

Story is i don't want to do deferred because i love and need transparency, max amount of possible materials and anti-aliasing plus dont have time to implement sophisticated systems to get that kind of things to work well with deferred.

Im using DX 11 only.

So im thinking about this:

1. Render all scene depth only
2. Calculate view-space minZ-maxZ value for each tile (one tile could be about 16x16 pixels) in compute shader
3. In compute shader- calculate for each light what tiles it intersects and add light index to that tile
4. Render scene normally and light like this:
4.1 Determine what tile this pixel lies withing
4.2 For each light index in tile light list -> lookup it from the global light table and calculate lights

I know there is this: http://visual-comput...rred_rendering/ but it still uses G-Buffers.

Somehow weird coordinate system, need help

05 August 2011 - 07:05 PM

Hi, given this type of coordinate system (image) i need a way to get 3 vertex point coordinates (integer, red dots in image: bottom left point being 0, 0 and top right 3, 3) given a triangle coordinate.

Posted Image

Basically there are 2x number of elements in X row and they are arranged in triangle patern seen. I have a way made to do this, but its kinda ugly and im wondering if there is some other way to look at this and calculate coordinates without using conditionals?