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answered How to create a linerar plateform between two points?
Apr
30
comment DX11 CreateTexture2D
There is no such thing as "lost device" in D3D11 (only a swapchain can be "lost"... or a device can be completely reset) and no managed pools, so... nothing? Any local copies you're detecting somehow is likely related to how the driver has to stage uploads in the DMA queue. The driver can also move memory back to the CPU when it deems fit based on GPU memory pressure (think of it like virtual swap space for your GPU).
Apr
22
awarded  Enlightened
Apr
22
awarded  Nice Answer
Apr
17
comment When do I need to call `glUseProgram`?
Note that calling some function once per frame has like zero performance impact. It also just helps make your code have a clear "setup rendering" and "finish rendering" steps in your loop, which will save you pain down the road.
Mar
30
awarded  Enlightened
Mar
29
awarded  Nice Answer
Mar
29
awarded  Good Answer
Mar
29
answered Storing coordinates of every object in server side in MMOs
Mar
23
comment Should I use the pathfinding client side or server side?
@KromStern: gotcha, that makes sense.
Mar
23
comment Should I use the pathfinding client side or server side?
@KromStern: no, still possibly unfair (though probably unlikely to be unfair), as players with unmodded clients may have worse paths selected. e.g., a modded client might calculate more heatmaps to select safer or more advantageous paths while the default client might just always pick the shortest path. Doing this with server-side paths requires clients to send up individual step-by-step move commands for every unit, which may run afoul of bandwidth limits and render the mod infeasible.
Mar
23
comment Why does Intel Graphics Monitor crash after I set a depth stencil state in my Direct3D 11 application?
You're probably misusing the API in some way. Try turning on the D3D debug layers and fix any errors that reveals.
Mar
22
answered Should I use the pathfinding client side or server side?
Mar
18
comment How legal would it be to use some elements of the Half Life universe in my non comercial, indie game?
I can't say for sure, but I find it unlikely that Portal has IP rights to "teleport with portal gun" given that the whole concept was taken verbatim from a student game (Valve hired the students) that you can still download and play for free from the school's website: en.wikipedia.org/wiki/Narbacular_Drop Cute note: the paint mechanics for Portal 2 were also taken from another student game from the same school: en.wikipedia.org/wiki/Tag:_The_Power_of_Paint=
Mar
14
awarded  Enlightened
Mar
9
answered how should a server handle client actions?
Mar
9
comment Where does event-based audio fit in a component-based entity system?
You haven't fully answered the question. :) How does your solution deal with designers being able to define the sounds used in those collisions?
Mar
4
comment How to find the participation id corresponding to a sender id
Hmm, that tutorial indicates that OnRealTimeMessageReceived's senderId is supposed to be equal to the particpants' participantIDs. It also implies that your participant ids should be much more random-looking than "Player 1234." There's likely something specific to your code that differs from the tutorial in a key way.
Mar
4
comment How to find the participation id corresponding to a sender id
You might want to link some docs, for those of us who have some inklings about what the problem could be but know absolutely jack and squat about Google Play Game Services. I can't even find out what a "participation id" is by (ironically) Googling it.
Mar
3
comment Updating a multithreaded Entity-Component-System
Something like an entity "world" is a great idea, as you really really want to have the concept of independent spaces/worlds in your engine. These are independent collections of game objects that do not interact in any way, and are associated with their own independent physics universes, graphics scenes, AI maps, etc. Spending a bunch of time on a pointless ECS and then zero time on incredibly useful "spaces" support is one of the most common mistakes I see.