Reputation
225
Top tag
Next privilege 250 Rep.
View close votes
Badges
1 9
Newest
 Commentator
Impact
~4k people reached

  • 0 posts edited
  • 0 helpful flags
  • 25 votes cast
Jan
18
comment How to combine dynamic asset reload and texture atlases? (rectangle packing with removal)
If a texture file gets DELETED on disk, it has to be REMOVED from the atlas. More-over there's no clear cut concept of levels.
Jan
18
comment How to combine dynamic asset reload and texture atlases? (rectangle packing with removal)
immibis, it sounds like you haven't red the question completely. If any of the texture FILES that are on an atlas has changed their dimensions on DISK, the texture has to be REMOVED and ADDED again.
Jan
17
comment How to combine dynamic asset reload and texture atlases? (rectangle packing with removal)
Am I entering the wrong keywords for the search engine? Rectangle packing WITH removal doesn't bring up almost anything. I would not be asking if it was the case.
Jan
17
revised How to combine dynamic asset reload and texture atlases? (rectangle packing with removal)
added 268 characters in body
Jan
16
comment How to combine dynamic asset reload and texture atlases? (rectangle packing with removal)
Not of the same same, if the textures were of the same size, the solution would be trivial - fragmentation of free space (from removal of textures) would be a non-issue
Jan
16
revised How to combine dynamic asset reload and texture atlases? (rectangle packing with removal)
added 4 characters in body
Jan
16
revised How to combine dynamic asset reload and texture atlases? (rectangle packing with removal)
added 61 characters in body; edited title
Jan
14
asked How to combine dynamic asset reload and texture atlases? (rectangle packing with removal)
Jan
8
accepted Can I use the default depth buffer when drawing to FBO?
Jan
8
awarded  Commentator
Jan
8
comment Know if you're fully utilizing the GPU
This answer enumerates the things to measure, unfortunately it provides absolutely no information of how to do that in a game-dev scenario. Which is what the question is all about - how to measure utilization of the available GPU resources and how to detect the bottlenecks.
Jan
5
awarded  Popular Question
Dec
31
comment Cross-platform C++/OpenGL ES development (iOS/Android)
NDK is one of the most disgusting things in existence, you might find bgfx useful as a reference github.com/bkaradzic/bgfx , it's not as thin as you might like though, it has multiple rendering backends
Dec
26
awarded  Critic
Dec
26
comment how is c useful in game development
Within the context of this question, calling C a subset of C++ seems very appropriate. C is the foundation of C++. As far as learning C++ goes, you basically end up learning the vast majority of C by doing it anyway. Whether you start full on with C++11 or C is up to preference. I suggest learning C in isolation first to get a better understanding of the language.
Dec
26
comment how is c useful in game development
Compile times are NOT subjective. They are very measurable. C++ compiler is slower by an order of magnitude, that's very slow. That's why there's PIMPL idiom, unity builds and precompiled headers. Including and using simple and basic features of the standart library - things like STL containers will increase the compile times dramatically. When writing C++ code not only you might think about it's run-time performance, you inevitably end up thinking (and experiencing) it's compile performance.
Dec
26
awarded  Yearling
Dec
26
revised how is c useful in game development
added 227 characters in body
Dec
26
answered how is c useful in game development
Dec
26
comment Know if you're fully utilizing the GPU
3k million triangles is not that much. Sounds like you're CPU bound by OpenGL API overhead.