Tomorrow marks one month I’ve been on my DirectX 11 Journey.
My initial commit was September 24th.
And what have I accomplished in a month?
I have a cube rendered to screen, that can’t be rotated yet :)
Take THAT lmao
seen from Philippines
seen from Russia
seen from China
seen from Türkiye
seen from China
seen from China

seen from Mexico

seen from Greece
seen from Türkiye

seen from Türkiye
seen from India

seen from Austria
seen from China

seen from Ukraine
seen from China
seen from Russia
seen from United Kingdom

seen from Canada
seen from United States
seen from China
Tomorrow marks one month I’ve been on my DirectX 11 Journey.
My initial commit was September 24th.
And what have I accomplished in a month?
I have a cube rendered to screen, that can’t be rotated yet :)
Take THAT lmao
Ladies and Gentlemen, We Got ‘im, Again.
The dream gets ever more closer as time goes on.
January 6th, 2014 - Back in action and a new build pushed
Sorry - I was on vacation/etc mostly for about a month but I've pushed a new build that allows significant customization of the map system. Before it was hardcoded to WoW values. I added this system when I was working on converting Wildstar formats (in-progress), but realized it was going to be required at some point to give people the ability to do crazy things - like use 1024x1024 terrain textures and increase/decrease terrain resolution after already working with a unit scale for awhile,
I mostly fixed normal re-calculation after terrain extrusion. The major thing to add in build 23 (in progress) is going to be some sort of GUI for terrain picking when alpha painting. There's a way to do it now but without seeing the texture you're going to use, it seemed a bit pointless to describe the method.
Memory Leaks of Doom
February 18th, 2012 - By this time, I'm loading a ton of stuff. I can kind of move around the world, though things are pretty slow. Working with this many resources is no joke.
A significant thing keeping me from being able to do much at this point is a huge memory leak. I could load about 6 map tiles before going OOM (800-900 megs used by the client). Clearly I was not handling COM objects properly.. or something.
This frustration of only being able to be in the client for a brief period of time, combined with things getting hectic at work crunch again, meant I put the project away from November 2011 to February 2012.
Before I quit for awhile, I made a lot of textfiles like this, trying to figure out what was going on:
When I came back to it, I eventually, using PIX, figured out where all my COM issues were. It will tell you exactly what frame something was destroyed on - so anything that's never destroyed is leaking. However, there was still a huge memory leak after all this. I believe it turned out to be that I was not deleting the raw alpha map buffers that were being turned into textures.