| bio | website | xcrypt-devblog.blogspot.be |
|---|---|---|
| location | Belgium | |
| age | 21 | |
| visits | member for | 1 year, 6 months |
| seen | Feb 5 at 16:39 | |
| stats | profile views | 8 |
I have always been fascinated by games. At the age of 18, I started to get into game programming with C++ and DirectX. I have been working on various little game projects since then.
I decided to take a game development course, but I soon found out how misleading those courses are. In the meantime, I got more and more interested in game physics. At the age of 21 I went to Ghent University, taking a BSc mathematics course intended to be followed by a MSc mathematical computer science. My goal is to create my own game physics engine in C++ and to become a game physics programmer.
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Feb 5 |
awarded | Informed |
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Jan 20 |
awarded | Critic |
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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/… |
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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. |
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Sep 18 |
awarded | Autobiographer |
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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! |
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May 10 |
accepted | ID3D10Device creation failure in release mode |
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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? |
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May 6 |
revised |
ID3D10Device creation failure in release mode deleted 122 characters in body |
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May 6 |
comment |
ID3D10Device creation failure in release mode I tried this, still have the error |
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May 6 |
comment |
ID3D10Device creation failure in release mode I tried this, still have the error |
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May 5 |
asked | ID3D10Device creation failure in release mode |
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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 :) |
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May 1 |
accepted | Dynamic vertex buffer mapping call order |
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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. |
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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. |
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May 1 |
comment |
Dynamic vertex buffer mapping call order @Byte56 So basically you're saying that I'd have to implement that using MT? |
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May 1 |
revised |
Dynamic vertex buffer mapping call order added 259 characters in body; edited title |
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May 1 |
asked | Dynamic vertex buffer mapping call order |
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May 1 |
accepted | How do I implement group formations in a 3D RTS? |