Intermediate C++ Game Programming DirectX [std::vector Surface / Optimized Debug] Tutorial 21 Bonus

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Using std::vector to store our surface pixel array and techniques for optimizing drawing functions (or any performance bottleneck) in Debug builds. Optional companion video to Intermediate 21.

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This is starting to abstract a lot, and actually confuse my pleb mind.
Anyway, awesome tutorial.

Thiago
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Thank you very much chilli.
Just asked a question about this in the forums a week ago.

aloncohen-magen
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I'm a little late but man, this vid is so helpful.

usynjsj
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In this video, I choose death. Btw THx Chili

sam_is_people
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Sir I just have 2 very specific questions to ask:
1. In tutorial 4 [File I/O] video at 10:18 why did you return -1, it's also working without returning anything and if I add return -1 before !_kbhit() it exits so why did it take return as a keyboard input?
2. In tutorial 6 [Destructor] video at 29:09 you used delete pArray, but you said to use delete[] pArray, to delete an array? So why does it works?

rajul
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In tutorial 6 [Destructor] video at 29:09 you used delete pArray, but you said to use delete[] pArray, to delete an array? So why does it works?

rajul
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fucking hell, after this my debug build went from 2fps to 99% of the speed of release build. I was thinking about making debug workable by removing all asserts on put/getPixels, but this is so much better. Also porting this code to 3D fundamentals code base was interesting!
Edit: whoops, i lied. Its still a lot slower than release. Still>60 fps tho

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