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In response to Ray/Cube Intersection
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Smokey97 101 Jul 20, 2003 at 06:24

Be more specific, do you want to know if a ray intersects a cube or a box? is the cube/box axis aligned or not? all these things matter if you want the fastest intersection algorithm.

In response to Normals
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dk 158 Jul 19, 2003 at 19:08

Yes, it’s possible to have a normal for each vertex. This is done for lighting calculations. If you find the normal to a triangle, you are finding a “Face Normal”. If you give OpenGL a face normal for lighting, it will make your object look really flat and not very round. If we find the normal for each vertex, it makes the smooth lighting look. This also covers up blocky looking objects and they appear to have more polygons than they do.

In response to Shell writing
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Ed_Mack 101 Jul 19, 2003 at 16:27

You probably already know this, but that isn’t a simple task, put it this way: explorer is the largest component of Win98, it’s almost the whole system ;)

Anyway, I think that you may run into a heck of a lot of undocumented problems, so if you don’t know how to start then this is maybe not the project for you. As far as my knowledge of the shell, well… Make a dos gui and use it :)

In response to very simple question
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Obunako 101 Jul 19, 2003 at 09:47

Using WSAAsyncSelect u can recive a message to a window procedure when u get some data, or other network event, about u socket. Try to use it !!! :nod:

In response to very simple question
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starboarder2001 101 Jul 19, 2003 at 06:12

I have another question…. :)

I am using WinSock.

When i call: recv() it waits at that line until it is sent something. Is there a way i can set the function to time out if nothing is sent after a few secs? I am writing a simple chat program..and i need it to check if something was recieved..and if it didnt then just contenue with the program.

//take input
//send input
//recieve text //i dont need it to wait here until it is sent something :\
//display text

In response to FPS counter
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Obunako 101 Jul 17, 2003 at 18:23

the vsync is not the problem, the vsync is disable :( .

In response to one texture after another
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urika 101 Jul 17, 2003 at 10:28

solved,
the textue did not bind because of the code placing

In response to Creating gimbel lock
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moomin 101 Jul 17, 2003 at 10:02

As I recall gimble lock is created when all 3 axis rotations occur, this results in a overwriting of the values.

So try to do something that involves rotations along each plane simulatenously

In response to complied_vertex_array
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davepermen 101 Jul 16, 2003 at 21:29

all geforces and all radeons support it.. not sure about tnt’s..

but any other card is crap anyways in the sence of opengl support (matrox,voodoo..), and they should use mesa instead. mesa soon for sure has vob included..

and its about impossible to support newest and oldest cards in the range of opengl, remember its over 10 years old:D

just support geforces and radeons.. everyone can get one.. gf2mx you can get here nearly for free..

In response to complied_vertex_array
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Jesse_M 101 Jul 16, 2003 at 21:10

Are there any backwards compatibility issues with VBO? You would think that older hardware might not support it.

In response to FPS counter
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dk 158 Jul 16, 2003 at 20:37

You probably have VSYNC on, which will cap the framerate.
Turn it off (if its not already off) and see if it makes a change.

In response to textures
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urika 101 Jul 16, 2003 at 12:41

thank u! ,i found the answer myself though (the white thing of course) :blush:

In response to I love asm...
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Ed_Mack 101 Jul 16, 2003 at 02:30

Aww, I had a 500+, it was my lovechild :D I sat and made strange things in BASIC all day long, it was great fun. At that time I had no real idea how much programming could do, but was able to make use of the joystick and the circle drawer :) I miss it now come to think of it..

Now gcc + Flash make up my programming/scripting suppliment.

In response to Creating gimbel lock
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Jesse_M 101 Jul 15, 2003 at 17:23

I once suffered from gimbal lock. Or at least I *think* it was gimbal lock. I wrote a camera class and was testing in on a 2d grid. Rotating pitch and yaw was perfect, but as soon as I tried to roll it began to fudge the previous 2 axis. The more you fidel with it, the more it messed up.

I fixed this with quaternions however. Funny story… When I looked up “gimbal lock” on google it came up with this site for a band called “gimbal lock”. They’re a bunch of math geeks who named themselves after the matrix problem. I laughed my ass off.

In response to FPS counter
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Obunako 101 Jul 15, 2003 at 08:47

i make this question, because, i calculate the FPS between Vertex Arrays and whitout, and de frame rates are the same. After this i said, maybe my FPS counter has a bug.

Vertex Arrays gains FPS against inmediate mode ( glVertex.. ) ?

What do you think about the Repaint thread ? :yes: :no:

Thanks all replies

In response to complied_vertex_array
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MA_Mestre 101 Jul 15, 2003 at 08:37

Ok, thanks …i try to develop a application that test this extension.

In response to CPU clock speed
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davepermen 101 Jul 15, 2003 at 08:31

google(“rdtsc”);

RDTSC Read Time Stamp Counter

Mnemonic: RDTSC
Opcode : 0F 31
Bug in : Poorly documented for Pentium Processor

Function:
RDTSC reads a Pentium internal 64 bit register which is being incremented
from 0000 0000 0000 0000 at every CPU internal clockcycle. Note that this
gives a clockcycle-accurate timer with a range of more than 8800 years at
66 Mhz…

The instruction places the counter in the EDX:EAX register pair.

source

In response to CPU clock speed
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MA_Mestre 101 Jul 15, 2003 at 08:27

:lol: great piece of code !!! Thanks apex.

Maybe u can explain me how works ‘rdtsc’ instruction, my assembler is old ( 8086 :P ).

I need to bring up to date about asm, some URL, pdf ?

thanks.

In response to very simple question
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MA_Mestre 101 Jul 15, 2003 at 08:10

if u use apex’s code ( into VC6.0 ), and u need #include <windows.h> u must put #include <winsock2.h> before windows include. Otherwise the compiler found data types repeated. ;)

In response to very simple question
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dk 158 Jul 15, 2003 at 03:53

If you’re using windows, you can get your IP address using WinSock. You can’t get the IP address in “C/C++”. You’ll have to use a library.

      #include <winsock2.h>

      WORD wVersionRequested;
      WSADATA wsaData;
      char name[255];
      CString ip;
      PHOSTENT hostinfo;
      wVersionRequested = MAKEWORD( 2, 0 );

      if ( WSAStartup( wVersionRequested, &wsaData ) == 0 )
      {

            if( gethostname ( name, sizeof(name)) == 0)
                  if((hostinfo = gethostbyname(name)) != NULL)
                        ip = inet_ntoa (*(struct in_addr *)*hostinfo->h_addr_list);
           
            WSACleanup( );
      } 

don’t forget to link with Wsock32.lib

In response to Ray/Cube Intersection
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Julio 101 Jul 15, 2003 at 02:49

well, the easiest method would just to use some sort of bounding sphere collision detection. if you test a side (a ray-plane intersection) you would have to take into account rotations and such. ray-plane intersection itself isn’t too difficult, but I think bounding sphere might be your best bet.

In response to FPS counter
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Noor 101 Jul 14, 2003 at 22:26

Thanks for the link it’s pretty good, I suggest that you add it to devmaster.net links page! contact apex for more info.

In response to FPS counter
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Julio 101 Jul 14, 2003 at 22:19

you can check out how I implimented an fps counter in my timer class. it’s on my website [URL=http:// julio.programmers-unlimited.com]here[/URL].

In response to FPS counter
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dk 158 Jul 14, 2003 at 22:05

Does it work? The FPS calculation itself seems correct. However, I would not calculate it inside the WM_PAINT event. I would put it inside the Render() function/method.

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Ed_Mack 101 Jul 13, 2003 at 22:26
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