195 reputation
10
bio website xcrypt-devblog.blogspot.be
location Belgium
age 22
visits member for 2 years, 5 months
seen Oct 26 '13 at 11:47

CS, math, physics and game development hobbyist


Oct
24
awarded  Popular Question
Jul
30
awarded  Nice Question
Feb
5
awarded  Informed
Jan
20
awarded  Critic
Nov
20
comment How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?
Oh, I think I get it. The problem you are having isn't really an issue with SAT, it's collision resolution that you need. To have decent collision resolution is not always easy. I recommend this book: books.google.be/books/about/…
Nov
20
comment How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?
I'm not sure what your question is. SAT is pretty robust for any kind of collision detection. There are other algorithms but, for most purposes, it is not needed. If there is a error in your collision detection, it's most likely because you didn't implement SAT properly, or working with polytopes that are non-convex.
Sep
18
awarded  Autobiographer
May
10
comment ID3D10Device creation failure in release mode
I finally found my error! The reason was I did ASSERT(RegisterClass(myWndClass)); Ofcourse that's going to fail in release mode... stupid me!
May
10
accepted ID3D10Device creation failure in release mode
May
6
comment ID3D10Device creation failure in release mode
It is not properly set. If I set a breakpoint at scDesc.BufferDesc.Height = desc.height; it will stop there, but when I tell my debugger to go to the next statement (step over or F10 in Visual studio), the code seems to jump straight to D3D10CreateDeviceAndSwapChain(), and if I check for the values of the description it didn't adjust the values I told it to either. How is that even possible?
May
6
revised ID3D10Device creation failure in release mode
deleted 122 characters in body
May
6
comment ID3D10Device creation failure in release mode
I tried this, still have the error
May
6
comment ID3D10Device creation failure in release mode
I tried this, still have the error
May
5
asked ID3D10Device creation failure in release mode
May
1
comment Dynamic vertex buffer mapping call order
Could you also tell me (or point me to a resource) that tells me exactly what parts of the rendering code the CPU is working on, and what part the GPU is working on? The stuff under the hood :)
May
1
accepted Dynamic vertex buffer mapping call order
May
1
comment Dynamic vertex buffer mapping call order
@Byte56 Obviously I'm concerned about performance. There's nothing I need to do. However I want to know if that would be a good decision to gain performance.
May
1
comment std::vector performance for pixel buffers
What I would say: profile it :) But in any case, if your raw array is dynamically allocated, there won't be any noticeable overhead (if any) when using an std::vector instead. However, keep in mind that the debug version of an std::vector probably has some additional checks which might make it look slower.
May
1
comment Dynamic vertex buffer mapping call order
@Byte56 So basically you're saying that I'd have to implement that using MT?
May
1
revised Dynamic vertex buffer mapping call order
added 259 characters in body; edited title