Bug Fixes

Aaron Holowienka

This week I spent most of time fixes bugs and adding other small things in preparation for showing our game at the student game expo. I went into pretty much every system in our game to fix things. We had a memory leak related to the UIManager and a crash when resizing the window related to the UIManager and the Graphics System. Since we are using GateWare, which handles the creation and management of basic DirectX and window objects, we had an extra reference to the render target view and depth stencil view that was causing a crash when GateWare was trying to resize them. I also fixed a huge framerate problem with the particle system that was caused by the vector index operator. When the particles were being updated, each one was using the vector index operator 20 times. So, that’s 20 X 10,000, or 20,000 calls to the vector index operator per frame. I fixed this by taking a particle* and setting equal to the memory address of the current particle to avoid indexing into the vector every time it’s used, which took the particle system update from 40% of the cpu process to .4%. Other small things I did were adding a temporary HUD to indicate which ball is equipped and added slomo to the player getting damaged.

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