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What would be a correct ID3D11Query design for occlusion testing?

OK, I think I found a good enough balance between performance and pop-ins that did improve framerate for me by 20% vs. not doing occlusion/culling at all in a simple scene - should be even better in a ...
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  • 1
0 votes

C++ Game multiplayer? (Mud)

For text based MUDs you can download a MUD client like mudlet. Then you can talk to the lonely people you find there (including possibly the person running the server) who will probably be more than ...
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2 votes
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How to inherit from a custom node of a gdnative plugin, in gdnative?

At some level we could argue for Godot being data oriented (e.g. the code inside the "servers", such as VisualServer and so on), or we can argue that the ...
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3 votes
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X axis intersection with inverted Y axis coordinates

This is way too complicated. Let's say the screen center is at (0,0), the asteroid coords are x,...
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  • 1,875
0 votes

X axis intersection with inverted Y axis coordinates

const b2Vec2 point_b {aerolite_pos + delta_v}; ... slope = (point_b.y - aerolite_pos.y) / (point_b.x - aerolite_pos.x); This is equivalent to: ...
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  • 721
0 votes

Inconsistent behaviour from MonoObjects

It seems as though the objects were being garbage collected of some sort, so pinning the object by using mono_gchandle_new(object, true); appears to have fixed the ...
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1 vote
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D3D11 CreateInputLayout error: CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE

hr = m_pDevice->CreateInputLayout(ied, length, m_vs.Get(), vsLength, m_input.ReleaseAndGetAddressOf()); The m_vs.Get() ...
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1 vote

Rotate Sprite towards mouse cursor SDL

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1 vote
Accepted

Detect if actors are inside another actor with custom shape

I was able to achieve what I wanted. To check if the sphere is inside my triangle mesh, I've used raycasting from the center point into (0.0f, 1.0f, 0.0f) direction (which can be random). The point is ...
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