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How to debug Direct3D 10 App on Win10?

GameDev.Net

I have a.exe graphic file and I want to debug it just like using RenderDoc or Pix on DirectX12 app to debug on Win10. What software can do this?Or Or what methods can achieve similar purpose?If If you have some ideas,please let me know. Thank you very much for your reading.And I look forward to your reply.

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The Next Debug Thing: Dean Mortlock on his new print magazine that celebrates video games

Game Development News

Richie Shoemaker flicks through the first issue of Debug, a new games magazine edited by veteran mag-ician Dean Mortlock that aims to be a champion for indie titles, studios and publishers

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(Debug) Texture compressed error

Cocos

isCompressed” failed i am getting this error while debuging on android side… Please have a look and help me to resolve this error Thank you… virtual void cc::gfx::TextureValidator::doInit(const cc::gfx::TextureInfo &): assertion “!isCompressed”

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How to debug Cocos2d-x C++ on Visual Studio Code

Cocos

Try to get hold of “Sonar Systems” he the one that know most about installations and would know best for compiler setups I only worked with android studio and debug its perfect. not shore if you call MessageBox(“Hello world”, “Debug Dialog”); would give you output in windows app to get you going and get some sort of output.

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Debugging C++ compiled to WebAssembly

That One Game Dev

In this article, it is shown how to use chrome for debugging WebAssmebly files (.wasm) The post Debugging C++ compiled to WebAssembly appeared first on That One Game Dev. wasm) that were produced from C++ through Emscripten.

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RTS devlog #10: Following paths

GameDev.Net

An example of such a path, using the debug visualization of yellow squares for nodes joined by blue lines, is shown below. In the last devlog I came up with a decent system for finding paths to a destination, producing a series of nodes for units to follow with path smoothing and spreading. img src="[link]

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I don’t know if this is confidential or “too technical” for the blog, but how does developing for consoles actually work? As in, what is the workflow like? Obviously, you do all the coding on a PC, but how does the build get tested on consoles? How do you debug on consoles? It would be awesome if you could do a little rundown, but I understand if it’s not possible.

Ask a Game Dev

It has beefier hardware than the retail console (because it needs to be able to hold and run debug builds of the game). Game consoles today typically have plugins for Microsoft Visual studio to handle the remote debugging process. Those text interfaces exist so we can access debug commands.

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