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8h
comment Resource Cache for game engine
Is there something that doesn't work or some specific question you have? Invitations for open conversation aren't a good fit for GDSE.
9h
comment How to profile CPU and GPU performance if I have a monster PC?
Oh, and I forgot about the new Brofiler, but that tool is rather extremely Windows-centric. An enterprising individual could certainly strip out the unnecessary Win32-isms and then port the core library to other platforms, and possibly even port the GUI to other desktop systems. I haven't used it, but it basically looks like a very low-end non-portable alternative to RAD's Telemetry
1d
comment How to profile CPU and GPU performance if I have a monster PC?
@ArcaneEngineer: there are indeed. There are profilers for every desktop OS, all the different mobile phones, and every console. We make use of RAD Telemetry (C++ library: instrumented profiler) which supports pretty much every platform ever and then Intel VTune (application: advanced sampling profiler) for our more extensive PC and server profiling. Neither of those are free, though. There are plenty of other options, too.
2d
comment Should input be per-frame or per-update?
It's more for time-sensitive stuff, e.g. "the button was held down for Y milliseconds" or for when you want to do your own accumulation of input mouse/joystick micro-movements. Polling in the main game loop limits your resolution of that kind of stuff. You're right though that the game needs to be ready to actually apply the input for it to be useful for affecting gameplay with less latency. :)
2d
comment Should input be per-frame or per-update?
@NathanReed: is that different than what I wrote in my last paragraph? Do you mean that they hard-code extra input polls in the game loop rather than using threads?
2d
answered Should input be per-frame or per-update?
Jul
20
revised How does a collision engine work?
minor wording updates, and reduced the number of "simple"s and "simply"s in the text (2012 me needed a thesaurus and 2015 me is embarrassed by it), and linked to Randy Gauls' article on constraint solving.
Jul
19
answered Opengl, VAO creation within a class
Jul
19
comment Opengl, VAO creation within a class
"Does creating a VAO within a class cause these problems?" OpenGL is completely and absolutely neutral to all programming languages and programming language features. The bug is most definitely because of something you've done. e.g., are you sure you want to be copying your Render instance into your cube class? That seems suspect.
Jul
18
comment Objects phasing through each other in physics engine
+1 for the animated gif of the problem.
Jul
16
comment DX11 Mixing 2D and 3D
@A.R.: yup. Again, how well that'll work depends on implementation details, but that's a very common approach.
Jul
16
answered DX11 Mixing 2D and 3D
Jul
13
comment How should I render multiple objects in OpenGL?
I apologize, but I don't see a specific question here. "How do I use OpenGL" isn't very specific. Which piece are you stumped by?
Jul
7
comment wheeled 2D character controller platform edges problem
@Notbad: you seem to be ignoring the solution of just not using a box+circle for your character shape. You still have to solve all the same problems that a classic box-shape character will have, plus now you have to solve new ones, so this seems to me to be a bad design.
Jul
6
comment Run HLSL in C++ Basic Sample
And the same with Vulkan. All the new APIs are about control, not about having the friendliest training wheels. That said, expect things like DXTK and some equivalent for Vulkan to provide the easy mode option over a DX12/Vulkan core.
Jul
6
comment Run HLSL in C++ Basic Sample
Two things that might just help you Google better info: OpenCL has nothing to do with HLSL (OpenCL is a completely separate language and library) and the DirectX API you're looking for is DirectCompute (which is Microsoft's rough equivalent to OpenCL) or possibly you're even just looking for something like Microsoft's AMP (write C++ code that can be offloaded to the GPU).
Jul
3
comment Animations in games
Look up the term "animation blending."
Jun
30
comment Finding the contact point with SAT
@Dudeson: The edge/axis of least penetration is not necessarily the edge of first contact, so I still don't see how SAT helps here. I'm by no means an expert in this topic so I admit that I could just be wrong. :)
Jun
29
comment Finding the contact point with SAT
@Dudeson: not using SAT, no. That's not what SAT does. SAT gives you the edge of minimal penetration depth, not the first contact edge. You'd have to use swept shape collision detection to do what you're asking, I think.
Jun
15
comment How do OpenGL's texelFetch and texture differ?
@mcb: texelFetch and texture work differently in fundamental ways. See also the inputs: texture coordinates vs normalized coordinates. They serve different purposes. The one is not just an optimization of the other.