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Member Since 28 May 2005
Offline Last Active Yesterday, 02:14 PM

Posts I've Made

In Topic: Trouble with Lua Stack overflows

25 August 2016 - 07:30 AM

Also, check that the C-functions you use pop everything they push temporarily and the amount of return values you return matches the amount you pushed.

In Topic: Is it efficient to sort a "render-queue" for less texture-switches?

09 May 2015 - 04:39 AM

Yes, although in my experience the most significant benefit is sorting not on texture per se, but on texture size. (So rendering all 256x256, then all 512x512). In principle, the fewer state changes, the better. 


That said, I guess there is some worst case scenario where you cause lots of overdraw. Experiments for your particular case may be necessary.

In Topic: Graphs tool for a thesis (needing an suggestion)

13 March 2015 - 03:51 PM

GraphViz is the most obvious candidate to me. An online tool for this exists as well.


Edit: Oops, interpreted 'graph' as the wrong type of graph. Stupid me...

In Topic: Are these functions and parameters used in DirectX 11.2?

01 March 2015 - 07:11 AM

The things you list are not functions, they are the calling conventions, common parameter names and types of WinMain.


So yes, I guess they are used in DirectX 11.2 apps. But why do you ask?

In Topic: How unreliable is UDP?

10 January 2015 - 08:09 AM

In my experience, packet loss does not happen too often. When it does, it seems to happen in bursts. Reordering seems to be much more frequent.


However, most important is that it can happen. For a simple game state this is not an issue (simply drop the old state and interpolate), but you really need to be prepared issues with game events (e.g. chat messages, kill events).

Most net-libs (DirectPlay, ENet, RakNet) implement a way to mark packets as 'reliable and ordered', thereby ensuring that packets arrive and are sent to the application in the correct order.