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Oliver Marsh
thanks martins :)
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Mārtiņš Možeiko
D3D11 has separate sampler state from texture. For sample state you do your regular sampler object…
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Oliver Marsh
Sorry to bump this again, what's the equivalent to sampler2Darray in d3d11?
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Macoy Madson
This post is mirrored on my blog. I have been relatively busy lately due to unpacking all my thing…
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Simon Anciaux
There is this GDC video about the rewind in Braid: The Implementation of Rewind in Braid
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Mārtiņš Možeiko
To rewind you simply snapshot state after each simulate_physics() call, then you can reset it to a…
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da447m
Not sure I understand what rewinding has to do with anything here? It is in my OP :) As an extra h…
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Mārtiņš Možeiko
Not sure I understand what rewinding has to do with anything here? Even with box2d you will see st…
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da447m
True, but for realistic sim we probably cannot do rewind anyway due to colossal amount of data. In…
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Mārtiņš Možeiko
The problem is that it won't be so simple to split it like that. If you all movements are linear -…
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da447m
If you collected all movs during physics, put them in a queue split in halves and draw the queued …
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Mārtiņš Možeiko
It will update physics every second frame. It won't do "half movements" every frame. Every second …
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Mārtiņš Možeiko
I'm not aware of compilers doing such optimization. While technically it would be possible, my gue…
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da447m
You are right, tbh my snippet was messed up, it should've been I think you won't get delayed, beca…
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Simon Anciaux
This is even worse with the while loop because you perform physics until the whole delta_time is c…
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da447m
But if there is a frame that for some reason takes 30ms, you'd then do physics for only 16ms and t…
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Simon Anciaux
I only have limited physics programming experience, so don't take what I say as "the way" to do th…
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Evan Butterfield
Thank you so much for the fast reply! I'm a bit new and these forums are super helpful.
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Simon Anciaux
Unfortunately this has been a bit broken for a while. But you can achieve what you want with a sim…
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da447m
And varying physics timestep is bad - gives nondeterministic results, often exploads in various co…
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longtran2904
Oh sorry, my bad. Not your example, I mean something like this:
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Mārtiņš Možeiko
I assume if you're asking if it it makes two unrelated pointers equal, not addresses of pointers. …
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longtran2904
But doesn't that make &ptr1 == &ptr2 expression equal to true.If the compiler can do that then why …
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Mārtiņš Možeiko
If compiled functions (or global variables) contains identical bytes, the linker can put only one …
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longtran2904
Yes, produced code looks identical - but that can be de-duplicated by the linker (it will keep onl…
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Mārtiņš Možeiko
devirtualization means change virtual function calls (which are indirect) to direct calls - as tha…
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longtran2904
Thanks for the answers! Compilers try as hard as they can to remove virtual functions. It is calle…
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Mārtiņš Možeiko
In later code HH enables vsync and measures time between frames to use for delta time. There's lar…
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Evan Butterfield
I added .inl to the "treat as code" section in my config.4coder file. I am quite new and couldn't …
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da447m
Why would you call physics several times instead of only once after time accumulates >= threshold?
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