New answers tagged c++
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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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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 ...
2
votes
Accepted
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 ...
3
votes
Accepted
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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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:
...
0
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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 ...
1
vote
Accepted
D3D11 CreateInputLayout error: CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE
hr = m_pDevice->CreateInputLayout(ied, length, m_vs.Get(), vsLength, m_input.ReleaseAndGetAddressOf());
The m_vs.Get() ...
1
vote
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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