| 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.
|
Feb 23 |
comment |
rendering issue: depth buffering + blending: how do they work together? Ah right, but I just have to sort right? It's not like I need to disable the depth buffer? Because it would be silly to draw pixel (screenpos x,screenpos y) multiple times. I don't want to work with alpha testing because it doesn't allow partial transparency |
|
Feb 23 |
awarded | Supporter |
|
Feb 23 |
comment |
rendering issue: depth buffering + blending: how do they work together? @stephelton yes. I think this has something to do with order-independent blending, but I'm not sure. It would be nice to hear from someone with more experience what the problem exactly is, and methods I can use to fix it |
|
Feb 23 |
asked | rendering issue: depth buffering + blending: how do they work together? |
|
Dec 18 |
comment |
ID3D10Device::RSSetState to be called every frame? @KTF Not really :( I will one day perhaps look into it, but then again there's not much I can change about how DirectX works... |
|
Dec 16 |
comment |
ID3D10Device::RSSetState to be called every frame? @KTF your opinion is invalid. But more importantly, The question is not about design principles or standards. It's a pure technical question. I do not need lectures about why minimal performance gains may or may not be a good thing. This is how I like to code. And yes, I am aware of all the quotes / lectures in the world telling me not to do it, I know why people consider it a bad thing in an 'economically efficient environment'. That does not mean it's not a great exercise. |
|
Dec 11 |
awarded | Editor |
|
Dec 11 |
revised |
HLSL: how to get/set effectvariable to an array of structs with Direct3D10 edited title |
|
Dec 9 |
comment |
HLSL: how to get/set effectvariable to an array of structs with Direct3D10 Yes, I know that but these can not set an array of structs, which was my question... |
|
Dec 9 |
awarded | Student |
|
Dec 9 |
asked | HLSL: how to get/set effectvariable to an array of structs with Direct3D10 |
|
Nov 14 |
comment |
ID3D10Device::RSSetState to be called every frame? It's more of an attitude :) Maybe the benefits are really small and not noticeable, but I still try to avoid writing abundant code. Your reply is great side-information, but unfortunately it's not an answer to my question. |
|
Nov 10 |
comment |
ID3D10Device::RSSetState to be called every frame? Since I don't need to change it every frame, it seems inefficient to me. If you need to change it every frame, I agree, but this is not the case. Is there no way around? |
|
Nov 9 |
asked | ID3D10Device::RSSetState to be called every frame? |