Intel sponsors gamedev.net search:
The site is presently in a read-only mode while we perform some internal maintenance. Thank you for your patience.
Control Panel Register Bookmarks Who's Online Active Topics Stats FAQ Search


Get to know GuyWithBeard...  
Full Name  
Nickname GuyWithBeard 
State/Province, Country Southern Finland   Finland
GD Gathering City HELSINKI, Southern Finland, Finland
Contact Info
Homepage URL http://www.sebastian-ahlman.fi/ 
ICQ ID  
AIM ID  
Yahoo IM ID  
Current Occupation
Job Title  
Job Description  
Other Interesting Details
Rating 967  (Rate this user)
Number Of Posts
In our forums
182  
Member Since 5/4/2006 10:54:09 AM
ContributionsContact Us if a contribution of yours isn't listed
Send a Private Message to this user...

Some recent topics started on our forums
Cocoa/Objective-C memory leak when printing Hi! I have spend the last few days trying to find a memory leak in my code. Instruments (the Apple tool that detects memory leaks, among other things) reports leaked memory when printing from my app. I could not find the leaking code so I made a r... 
Posted August 26, 2010 1:27:27 PM
[DX10] Multiple viewports. Hi! I am trying to implement multiple viewports in my game engine. It kind of works, but I cannot seem to find any info on how to draw the graphics so that one viewport can be "on top" or "below" another. Eg. I might have one viewpo... 
Posted August 10, 2010 2:07:29 PM
Problem with adding pointer to std::map I am implementing a resource pack system into my engine, where you can request resource packs from the resource manager, by giving it the name of the pack. For this I decided to use the std::map container since it makes it easy to get an element by k... 
Posted July 12, 2010 4:09:36 PM
Please comment on this memory chunk allocator Hi! I have started playing around with memory allocators for game engines after reading Jason Gregory's Game Engine Architecture book. One of the types of allocators he mentions is a chunk allocator, in which the allocator class maintains a li... 
Posted June 30, 2010 8:55:38 AM
C++ Stack allocators - data alignment and sizeof Hey there! I'm trying to write a simple stack allocator for my game engine. As I understand the objects that are allocated should be aligned according to how much memory they need. Integers are (usually) four bytes wide and so should only res... 
Posted June 27, 2010 1:26:46 PM
[DX10] Obj files and index/vertex buffers Hi! I have written a small obj file loader for DX10, which loads the data and creates an ID3DX10Mesh used for drawing. The loader works quite well, and I am able to load meshes with multiple groups and textures just fine. I do have a question abou... 
Posted June 6, 2010 8:37:37 AM
Strange SVN commit problem Hi! I am having problems committing a Google Ads library file to SVN. The filename is libGoogleAds.a and when adding it to a folder TortoiseSVN is automatically giving it the "ignore" icon. There are no ignore properties set for .a files in the wo... 
Posted June 2, 2010 8:46:56 AM
[DX10] "Invalid parameter passed to C runtime function" when creating my device. Hi! I have followed Bobby Anguelov's tutorials at http://takinginitiative.wordpress.com/ for help creating a small graphics engine. The engine works great except that I get the message "Invalid parameter passed to C runtime function." in the outpu... 
Posted May 23, 2010 2:02:25 PM
Is this singleton thread safe? I have searched the internet for some C++ singleton patterns, and have come across some that are mentioned as thread safe and some non thread safe, but I have not really understood what it is that makes a certain pattern thread safe. I have, in my pr... 
Posted March 22, 2010 2:23:40 AM
The Sketchy Project Yo! The Sketchy Project is a game prototype/tech demo I have been working on for a while now. The project was born when I bought a Wacom Bamboo pen tablet and wanted to draw game graphics. As a programmer I don't draw very well, so I had to c... 
Posted September 14, 2009 10:42:41 AM
View All Topics Started By This User

Some recent replies made on our forums
3D game engine for C++ I highly recommend Ogre. http://www.ogre3d.org/ 
Posted October 3, 2010 3:36:58 AM
Script language with C++ grammar I'm not aware of any scripting language that would have C++ grammar, but if you like Lua you might want to try Squirrel: http://www.squirrel-lang.org/ It is inspired by Lua but it looks a little bit more like a C-based language. Im curious, why... 
Posted September 23, 2010 1:24:14 AM
[DX10] Multiple viewports. Phew, that's a lot of stuff. I cannot honestly say I know how to do all that, but at least now I know where to start. Thanks! 
Posted August 12, 2010 2:21:30 AM
[DX10] Multiple viewports. Yeah well, I still cannot get it working. Since my render target view essentially is a resource view into the back buffer getting two views to that and then clearing them separately does not make any difference since the underlying buffer is the same... 
Posted August 11, 2010 2:09:03 PM
[DX10] Multiple viewports. I guess this is a difference with D3D9 and D3D10. From the ID3D10Device::ClearRenderTargetView documentation: "Differences between Direct3D 9 and Direct3D 10: Unlike Direct3D 9, the full extent of the resource view is always cleared. Viewport a... 
Posted August 11, 2010 8:43:07 AM
[DX10] Multiple viewports. That might very well be the case. I never thought that I would need separate depth buffers for every viewport, but that of course makes perfect sense. I'll try that later tonight. 
Posted August 11, 2010 5:45:17 AM
[DX10] Multiple viewports. So, this is my render() method: void Renderer::render() { // Clear scene. mDevice->ClearRenderTargetView(mRenderTargetView, D3DXCOLOR(0, 0, 0, 0)); mDevice->ClearDepthStencilView(mDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0 ); ... 
Posted August 10, 2010 2:23:55 PM
[DX10] Multiple viewports. Sorry, I messed up and somehow posted twice. Can you remove this post, thanks! EDIT: So, they removed the other one...nevermind :) 
Posted August 10, 2010 2:08:08 PM
Tool Creation I am also working on a game engine and I have written a tool for managing al kinds of resources, not just shaders and models, but also scripts, sounds etc. The game engine is written in C++ and Lua but the tool is written in C# using Windows For... 
Posted August 7, 2010 4:24:25 PM
Beginning DirectX 10: Why my test program uses up 50% dual-core CPU? This is expected behavior, and you did not really do anything "wrong". As Hodgman already stated, you are telling the computer to fill your window with a single color as fast as it can, which effectively eats up all the power of a single core. This,... 
Posted August 7, 2010 6:18:51 AM
View All Replies Made By This User