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bio website evergreen-game.tumblr.com
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visits member for 2 years, 1 month
seen Apr 17 at 23:25

Currently developing a procedurally-generated first-person emergent RPG in C, SDL2, and OpenGL. Check it out over at my Tumblr and GitHub.


Apr
10
awarded  Revival
Mar
31
awarded  Benefactor
Mar
31
accepted Why is custom memory management needed for assets?
Mar
31
awarded  Nice Question
Mar
26
reviewed Approve suggested edit on DirectX: Render the black bars
Mar
25
comment Why is custom memory management needed for assets?
Thanks for the detailed answer. Although I'm still looking for some information about the way GPU drivers handle virtual memory (between VRAM and system RAM).
Mar
25
comment Why is custom memory management needed for assets?
I'm asking why are the OS/drivers not good enough. I don't believe this is an opinion/discussion-based question. Also, about the article: It's written about a 2002 game for consoles - not exactly relevant for 2014 PC development.
Mar
25
comment Why is custom memory management needed for assets?
I'm talking about large assets in general: textures, geometry, and sounds. I'm not interested in the timing/prefetching logic here, only justification for a paging resource manager. Also, I don't see how this is a "which tech to use" question.
Mar
25
comment Why is custom memory management needed for assets?
No, I'm trying to gather information to make architecture design decisions before the fact. I know you might scream "premature optimization" but I think the resource system is important enough to require a strong design before it is written, especially in my case since it will make heavy use of my scripting infrastructure.
Mar
25
comment Why is custom memory management needed for assets?
I'm wondering why game engines implement complex asset caching systems when operating systmems/drivers already have virtual memory systems available. It is relevant to me because I'm writing an open-world game where this information is very important.
Mar
25
revised Why is custom memory management needed for assets?
added 465 characters in body
Mar
25
comment Why is custom memory management needed for assets?
From reading the answer here I get the idea that OpenGL drivers automatically keep all buffers/textures on the CPU as well. However, I can see why it might be useful to specify these transfers manually to take advantage of asynchronous uploads.
Mar
25
awarded  Promoter
Mar
20
revised Why is custom memory management needed for assets?
added 289 characters in body
Mar
20
asked Why is custom memory management needed for assets?
Mar
19
awarded  Yearling
Mar
18
reviewed Reject suggested edit on How do I get started making Android games?
Mar
4
reviewed Approve suggested edit on How do you draw a straight line between two points in a bitmap?
Mar
2
answered Creating 3D objects from code and their normals
Mar
2
comment Elemental damage/resistance rates that exceed 100%
I think it makes more sense to think of it this way: The displayed "resistance" is the real resistance plus the absorption. If you have 80% resistance but you then absorb 20% of the attack, you end up with what appears to be 100% resistance.