Advertisement

Latest windows Activity

hanna8
February 12, 2024 10:45 AM
Room 8 Group’s R&D Unit Unveils REI, an Open Source Tool Enhancing Game Porting and Development

Room 8 Group’s Game Development team for PC & Console (Dragons Lake), has made its innovative Render Engine Infrastructure (REI) tool available as an open-source solution. Initially developed to transform game porting, development, and preservation, REI is the result of tireless work carried ou…

7,695 views
Advertisement

There are descriptions of how a codepoint gets encoded in bytes. You can simply find then at Wikipedia. That defines where the bits of the codepoint go, and also how to recognize which bytes belong together.

For UTF-8 at https://en.wikipedia.org/wiki/UTF-8​ you can see in the encoding section that t…

5,914 views

Dear friends,

The Islet Hell game, which I had published for a modest amount last year is now available for free on all supported platforms :

Windows / MacOS / Linux : https://store.steampowered.com/app/2069750/Islet_Hell/

Android : https://play.google.com/store/apps/details?id=dimi309.islethelladroi…

3,588 views

Any approach you can find that gets the job done. If the setup API looking for devices that need a driver to attach to works for your needs, that's odd but great.

5,432 views
Poor performance of ID2D1RenderTarget

I can't reproduce these freezes in an empty project yet, apparently because D3D11 is not loaded with anything. I'll provide the code if I can.

4,744 views

I have solved this.

Apparently everything was ok with my Info Queue. The problem was another member being improperly destructed in my engine and was messing things up. It was a hurdle finding it, but it was a good exercise.

8,023 views

You shouldn't have to set an FPS limit from an end-user or anything like that. I suggested Sleep(1) to see what it does temporarily, because that should drastically stall everything related to your program and the GPU not receiving work to do. There usually isn't any reason to render faster than 12…

10,925 views

im implementing cascaded shadow map and using Texture2DArray as DSV to render the scene multiple times with different cbuffer sets, but turns out the cbuffer updating always refer to the latest updating command and the whole four Texture2DArray slices are rendered as the same, i've try the cod…

3,719 views
Josh Klint
July 18, 2021 07:34 PM
Ultra App Kit 1.1 Goes Cross-Platform

Ultra App Kit 1.1 is now available direct from the website and on Steam. This free update brings cross-platform development to our fast resolution-independent GUI toolkit. In addition to Windows, Mac and Linux are now supported, which means you can code once and compile everywhere to easily create …

6,351 views
Vanda Engine is a free open source game engine for 3D game and realtime interactive 3D

When I started game engine development, many thought it was impossible for one person to build a game engine. But I proved that I could build a game engine with an old computer without a budget. Of course, there is still a lot of work to be done.

Vanda Engine is a free and open source game engine fo…

5,785 views

The first one, the second leads to delayed message handling (try dragging your main window for example).

Always process all messages from the queue before running your update/render code.

16,050 views

loll is this even allowed? haha 

3,305 views

ok ty
If other people want participate you can up this topic or pm me : )

7,789 views
Airbatz
March 05, 2021 10:37 AM

@endurion 

Thanks for pointing that out. It has since been fixed.  ?

8,314 views

who_say_pawno said:
I have anti-aliasing enabled.

ah ok, understood, in this case, GetFrontBufferData( ) is the only way you can capture your screenshot with AA. I would then suggest running your app in full screen mode and capturing that way. There is no other way that I know of that can avoid the d…

7,219 views
small3d Tutorial

small3d is a small, cross-platform 3D game development library I have put together and have been maintaining over the past few years. This is a tutorial on creating a ball in Blender, and then writing a C++ program that loads it and moves it around on the screen, using small3d. Alternatively you ca…

88,949 views
Show maximized window without hit taskbar

You can specify your exact window position and size when you call CreateWindow, and before that you can get your work area (screen size minus the taskbar wherever it is) using GetMonitorInfo/MONITORINFO.rcWork or SystemParametersInfo/SPI_GETWORKAREA.

5,707 views

That's just how D3D worked for all versions through D3D11: the cycling through buffers in the swap chain was mostly hidden from you, and your surface/texture/view pointers didn't really correspond to a single buffer in that chain. 

This changed D3D12 with the FLIP model for swap chains: you act…

8,299 views

In Windows, assuming you build everything using Visual Studio, there is a setting in VS to apply a certificate whenever you build an assembly

5,123 views

The balance update targeted these demons:

The Dwalins, which are small and fast goblins. They throw at you with stones. You can find these demons in the forests around Hondol.

Dwalin


The Fallen Monks. Not even the monks who spread the names of God were saved from the demons. Their attacks steal a perc…

3,878 views

You already have an option in your Visual Studio project config to add a certificate to sign your .NET application. Just head to the project settings of your WPF application and visit the Signing tab to either create a self-signed application or add an existing certificate file to it.

Rebuild, zip i…

4,512 views
aston2
April 13, 2020 07:27 AM

Thanks Airbatz…

Ok i will try first to translate this program in Oxygen Basic ,and if there work then should work in C too..i hope!

35,614 views
Airbatz
March 15, 2020 04:40 AM

@rafaelsantana 

It occured to me that that might be a problem if there are more graphical effects happening at once. I'm slowly improving the program little by little.

EDIT: sorry for double-post.

18,338 views
Advertisement
Advertisement