Tordin
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 Oct 25 awarded Yearling May 15 comment Example of Data Oriented Design This is more of an example, not an ultimate guide. you of course have to pick the best fitt for your own implementation. ( as it is stated ) Feb 24 comment Unintended twisting of geometry while generating a mesh? It looks like you are assuming one vector always will be constant. in particular the up vector. ( 0, 1, 0 ) when your cross that with something that is similar etc where Y = 0,1,0 and Z = 0,1,0. if you cross them you can get effects that are very similar Feb 9 comment How will i know if the Body is facing a the target angle v1 = carPos - Point; v2 = carDirection; float fFacing = dot( v1, v2 ) if( fFacing < 0.0f ) not Facing. Basiclly you just take a dot to see if the value is negative or positive. if it´s positive it´s infront of the car, othervise it´s behind Dec 11 comment Drawing a Line in 3D using DirectX 11 It´s super hard to actually understand your question. could you illustrate the correct vs the wrong results somehow? Dec 11 comment Drawing a Line in 3D using DirectX 11 well, to start with you have at and up as the same vector wich is fuckedup. I assume At should be ( 0, 0, 1 ) and up should be ( 0, 1, 0 ) Dec 11 comment Drawing a Line in 3D using DirectX 11 i think he means that the line looks to be renderd in 2d. If you render a line in 3d it will look 2d, because there is nothing to define it, there is no width in it, you would have to render a thicker line to get any sort of 3d illusions with it. imagine looking straight trough the line, you would not see anything because it´s just one pixel wide. Dec 8 comment Picture got distorted after has been moved to Directx11 actually, on the image, which is the correct rendering? left or right? Dec 8 comment Picture got distorted after has been moved to Directx11 All of them, World, View, Projection. DX11 is Row major and not Colume major like dx9 was Dec 8 comment Picture got distorted after has been moved to Directx11 transpose your matrices. Nov 12 answered Combine flat and smooth shading with a single model geometry Oct 25 awarded Yearling Sep 24 awarded Autobiographer Sep 15 comment How to rotate object not from it's center point but from it's another point? translate your local matrix to the "otherpoint" Jun 24 comment Compute min/max position of tile in compute shader use groupshared instead. they have some atomic adds you can use, and atmoic operations are quite fast in groupsthreads, but in systemthreads they are slower. Jun 4 comment How to make other semantics behave like SV_Position? could you add an image, and your pixelshader source code? And also dont forget that you have to divide your position thats no the System Semantic for position with it´s W component. the hardware does that for you on the system semantics. Jun 4 comment spinning a 2d Cube I believe those are just animated sprites. easy to do those renders in any model render today. Jun 3 answered How can I make an object's hitbox rotate with its texture? May 30 comment Pixel alignment algorithm And also an image of the problem would help in this case. May 25 comment How to smooth the model/texture look from a distance? This late image looks alot more like what i expect to see. you can now start to see the tiling pattern and also the texture pattern.