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age 28
visits member for 3 years, 7 months
seen Apr 6 at 3:26

the cows are here to take me home now...


Dec
30
comment Sharing a texture resource from DX11 to DX9 to WPF, need to wait for DeviceContext.Flush() to finish
Thanks, this looks promising too. All the better without a spinlock.
Sep
18
comment Sharing a texture resource from DX11 to DX9 to WPF, need to wait for DeviceContext.Flush() to finish
Works, danke schoen!
Jul
20
comment Instancing pixel shader parameters — pass instance data through vertex shader?
Oh I see, that would also make it so that I don't have to worry about choosing a size for the vertex buffer holding all the lights. Thanks!
Jul
20
comment Instancing pixel shader parameters — pass instance data through vertex shader?
I'm thinking thousands of lights, yeah.
Jul
16
comment Roughly how many rigid bodies can I expect to have interacting in Bullet?
Thanks, not sure why I never thought to check the demos.
Jun
25
comment What is an acceptable GC frequency for a SlimDX/Windows/.NET game?
Thanks for the great answer; it makes things easier for me. I used to follow Rico's blog, but he's been pretty quiet and the CLR has changed quite a bit since he used to write.
Jun
19
comment What could cause a pixel shader to paint outside the lines of the vertex shader output?
Thanks, and glad you got something useful out of the question too!
Jun
19
comment What could cause a pixel shader to paint outside the lines of the vertex shader output?
@melak47 -- Do you mind making that an answer so I can mark this question answered? What's really odd though is that I see it written vector-matrix a lot, and it seems to work fine for them....
Jun
19
comment What could cause a pixel shader to paint outside the lines of the vertex shader output?
@melak47 Hah, what do you know -- that turns out to be the cause! No idea why the vertex shader output is shown to be correct though...
Jun
19
comment What could cause a pixel shader to paint outside the lines of the vertex shader output?
The vertex and pixel shader stages in the debugger show up fine with other code, but I'm assuming that's because it's also rendering fine. I thought it might be the debugger too, but sure enough the output on the screen with my code is exactly what's showing in the pixel shader output in the debugger, and what's showing up in the vertex shader is the correct cube.
Jun
12
comment How do people get around the Carmack's Reverse patent?
@mrbinary They only ended up doing that before the source was released, from what I've read. Before that, Creative just threatened them into including EAX in Doom 3 for their own PR's sake, apparently.
Jun
7
comment Multiple render targets and pixel shader outputs terminology
Thanks, just what I wanted to know.
Jun
7
comment Publishing a game — any way to target both WP7 and Win8 Store?
-1 -- total nonsense. XNA will work on Windows 8 and WP8. The concern is that for the former, it won't be sellable on the store. There's also no need to learn ObjC or Java when C++ is a common game development language that works on Win7, Win8, Android and iOS, and has a game development community just as strong or stronger than XNA/C# or Java.
Jun
2
comment Should I start to use DX11
You know what's scary? If you look at the survey now only 4 months later, DX11 hardware has 41% share on Steam.
May
29
comment What do I need to reload after a device reset?
@JoshPetrie I did mean D3D11. So I don't have to deal with device resets at all anymore? Sweet!
May
27
comment Correct level of abstraction for a 3d rendering component?
This is how I feel, but at the same time the common advice I see is that abstracting platform-specific code for a game is easy to do and should be done... I don't know what to think.
Apr
12
comment Publishing a game — any way to target both WP7 and Win8 Store?
One thing's now certain though: I should simply abandon writing for WP7.
Apr
12
comment Publishing a game — any way to target both WP7 and Win8 Store?
Thanks. Porting a game from, say, iOS to Android or even from Windows to either of those is one thing, but it seems that WP7 is on its own island now that Microsoft is being extremely iffy about XNA. Encapsulating rendering is only part of the picture; middleware such as physics engines are mostly tied to certain languages, and they strongly influence the design choices of the game in ways that go beyond simple platform choice.
Apr
9
comment What is the future of XNA in Windows 8 or how will manged games be developed in Windows 8?
@ashes999 because forward compatibility is just as important.
May
23
comment Soft body, where to start learning?
I got through the skeelogy.com tutorial last week. Very, very nice tutorial.