0
101 Feb 14, 2003 at 17:10

One good thing about DirectX (in my opinion) is that it offers all the tools necessary to make a complete game with any external APIs. It has DirectSound, DirectInput, DirectPlay, Direct3D, etc…. I think this fact makes me consider DirectX more.

In response to Ctrl key problem
0
101 Feb 14, 2003 at 15:52

[geek mode]

have you tried making a test program to see if ctrl + <whatever key> works?

[/geek mode]

// added this in edit

that and is it just one of the ctrl keys or is it both?

0
101 Feb 14, 2003 at 14:06

I dont know if SDL is faster at drawing a window though? Anyone know the performace hit, or enhancment of using SDL to swap buffers and such????

I did a tiny bit of research [nothing in-depth] about SDL and GLUT and it’s hard to answer. from what I thought and what I found, GLUT sits right on top of OpenGL while SDL merely provides an interface for it. I couldn’t find anything about tests/performance results. anybody want to do a test? for shits and giggles I may just do it.

In response to Ctrl key problem
0
101 Feb 14, 2003 at 12:21

I tried other combinations and they worked fine , its only with the Ctrl key :\

In response to Model Editing
0
101 Feb 14, 2003 at 11:33

A quick search came up with 3dxExp:

In response to Ctrl key problem
0
157 Feb 13, 2003 at 23:12

Did you try other combinations? Or is it just with Ctrl?

In response to Ctrl key problem
0
101 Feb 13, 2003 at 22:33

My keyborad isnt broke because I can do “Ctrl+C” , but I cant use “Ctrl+a”.
I first noticed it when I played CS , my Ctrl key is for duck , and as I pressed it I couldnt move left+right while ducking (while pressing Ctrl key).
So , its not that it doesnt work at all , there are cases which it works and cases which it doesnt work.
I think its the combination between Ctrl and A that doesnt work…is there a way to check it out?

In response to Ctrl key problem
0
101 Feb 13, 2003 at 22:18

is it a specific case where it doesn’t work or it doesn’t work at all anywhere? give us an example as to where it works and doesn’t work. it could be your keyboard is broken.

sorry if that doesn’t help

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101 Feb 13, 2003 at 20:50

Its not so much a problem, more a preferance. When i write code, I like to know exactly whats going on, and exactly why im putting a line here or there. When i worked with SDL, it seemed to me, that tooooo much relied on implementation with SDL, it took over the input control, the window control etc, and it did it with code that kind of confused me. I guess my main grip was that I was goign to have to spend time relearning a bunch of stuff, when i could just as easily done it with GLUT, (be it a tad slower for input) but i dont think the way im using it realy matters all that much.

I dont know if SDL is faster at drawing a window though? Anyone know the performace hit, or enhancment of using SDL to swap buffers and such????

0
101 Feb 13, 2003 at 18:44

I too have an R9700Pro and I think that it was worth the money spent.

0
101 Feb 13, 2003 at 17:53

As I said: “But the thing is that many people want their product ready fast (the industry at large tends to like that)…” :) Really, it is good that things like that excist and that it gives a painless landing for people that are interrested in the field, but don’t have the patience or will to learn the low-level. _But_, are we really in such a need of graphics programmers (in the consumer market), that we actually need to do stuff like this? I wrote my first OGL app with glut but directly after that moved to my own base code. I don’t know, it’s just my opinnion, but it just makes me think if we’re taking graphics programming to the level where you just produce game engines like you produce car engines on a production line.

Cheers!

0
101 Feb 13, 2003 at 13:30

Radeon Pro 9900 as of nw is just a hype. Its supposed to “crush” GeForce FX (whever it comes out as a commercial prod.) I know of serious probs with GeForce FX. nVidia for the first time, is in second place.
All the word that’s floating around is - its the neXt best thing… when is not something anyone would answer

0
101 Feb 13, 2003 at 13:22

I think the DX SDK itself comes with pretty neat tutorials.
Before developing DX stuff you have to be used to Win32 implies you know enuf anyways.
Ok btw - http://nexe.gamedev.net
Its a good place to start (based on the popular nehe.gamedev.net)

In response to Java or C#?
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101 Feb 13, 2003 at 13:14

C# was implemented so that Visual Studio .NET would make sense **giggle**.
A far as better interfaces are concerned… hmm lets see, dont we have anything called C++ and COM already?
Well the real reason for C# to come out was that it could incorporate modules from EVERY language that exists for Windoze. That is the reason. In JAVA there is a problem with using C++ modules. They have to be implemented in a particular form.
Dont you remmeber the story of the Big Blue doing the same? They would sell a computer(sorry Mainframe) to corporates and give the Fortran language along. Else you get none.
Every OS has a fav. Language. it was C++ earlier. Now its become C#
However there is nothing new in C#. < Pun intended >
Replace “JAVA” with C#
Replace “SUN” with Microsoft <whatever font they use>.
However as a language and grammar fan, I do say that C# makes things pretty good. Think about the flexibility with arrays and pointers.
The basic structure (grammar) of the two languages is the same. Differences are in the data types and the compilers.

In response to Good OGL books
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101 Feb 12, 2003 at 10:39

GT should be good too :)

In response to Java or C#?
0
101 Feb 12, 2003 at 08:37

c#, as language, is bether than java, imho. and it provides right from the start good performance, and very good bindings to .. everything else:D (com, interfaces, dx9, gl ports are there as well, etc..)

.NET as platform is World Domination, but its rather cool nontheless.

at least its microsoft behind it, and they want it. so it will get good support, and big and strong and powerful. unlike sun, who had major problems for a long time with java, making it very “low-loved” by pc’s.. :D

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101 Feb 12, 2003 at 08:25

hm yeah actually you need to know how to program stuff.. then using an api (part of “how do i program stuff”) is easy once you got access to the docu.. and.. the docu is great:D

In response to point to a polygon
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101 Feb 12, 2003 at 02:44

This might be a start, you must first find the distance to the plane containing the poly. Like so.

//NOTE:
/*
both the vectorstruct and the pointstruct are float X,Y,Z; values, to make things simplier
N1is the polys normal
POP is ANY point on that plane, AKA one of the 3 verts of the triangle poly
P1, is the point checking the distance from
*/

float PointPlaneDistance(VectorStruct N1, PointStruct POP, PointStruct P1)
{
float Distance;

Distance = ((N1.X*P1.X + N1.Y*P1.Y + N1.Z*P1.Z + (-N1.X*POP.X - N1.Y*POP.Y - N1.Z*POP.Z)));

return Distance;
}

That will return the distance to the plane (if negative you are behind the plane)
If you need to find the distance to a poly, that is not a perpendicular plane line, you would have to find the distance to each of the lines, and see which is closest, why? Because if you arent closest to the face (Plane distance) then you have to be off to the side of one of the lines, thus the perpendicular to one of those lines is the closest point. Got it?

//This returns the closest point on the line (which of the lines of the triangle you pass) along with the
// distance in a pass by value.
NOTE:
/*
SP1 is segment end point one, sp2 is segment end point 2, p1 is the point checking from, and distance is self explanitory
POI is point of impact, or the closest point on the line
Build vector simply creates a NON normalized vector
dot vector, is self explanitory
Step point along vector does exactly what it says, it moves the point along the vector passes, along with the distance passed, and returns the new point.
*/

PointStruct ClosestLineSegmentPoint(PointStruct SP1, PointStruct SP2, PointStruct P1, float& Distance)
{
//This directly returns a point, and also pass by returns the distance.
VectorStruct Vec[4];
PointStruct POI;
float c1, c2, c3;

Vec[0] = BuildVector(SP2, SP1);
Vec[1] = BuildVector(P1, SP1);
Vec[2] = BuildVector(P1, SP2);

//Dot product of the first 2 vectors
c1 = DotVectors(Vec[0], Vec[1]);

if(c1<=0)
{
Distance = sqrt(DotVectors(Vec[1], Vec[1]));
POI = SP1;
}

else
{
//Dot product of the next 2 vectors
c2 = DotVectors(Vec[0], Vec[0]);

if(c2<=c1)
{
Distance = sqrt(DotVectors(Vec[2], Vec[2]));
POI = SP2;
}

else
{
c3 = c1/c2;

//Holding variable of new point
POI = StepPointAlongVector(SP1, Vec[0], c3);
Vec[3] = BuildVector(P1, POI);

Distance = DotVectors(Vec[3], Vec[3]);
}
}

return POI;
}

Hope this helps, sorry for the quick post, but off to more coding.

0
101 Feb 12, 2003 at 02:40

[in no way am I trying to shoot your harmony jam session (your view ;7 ) down in any way but it’s hard to ask this question without coming off as offensive. please bear with me]

can I ask you to elaborate on why or where in SDL you have a problem? I don’t mean problem - lack of a better phrase.

I’m curious and I’d like to see your point of view. I made an engine [still in development] and it uses SDL for windowing and input. I made a middle/manager class that controls window placement and behavior, and the input via SDL. granted, I sort of ‘embraced’ SDL and now, I’d like a difference in opinion. maybe there is something that some of us failed to see.

thanks.

In response to Game Theory
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101 Feb 12, 2003 at 02:32

I dont believe that above code snippet will ever create a Gimble lock. Because it uses a temp variable so that the rotation of one axis dosnt over ride the other axis, upon compleation. Thus things dont go negative. I have yet to have any problems with it any ways, if someone could come up with an instance that the above code dosnt work, let me know. I will have to run some calcs to figure that out, and see if it is possible with that code.

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101 Feb 12, 2003 at 02:28

I also agree that GLUT is getting a little out dated, BUT I still use it. WHY? Because i said so, just kidding, actualy its because I find it much easier to work with than SDL, SDL seems to be a little over bearing with the CONTROL of the flow of code. Now probly the BIGGEST bitch people have with GLUT is SLOW input, I simply set a BOOL value (table) When the key is pressed, and check that value each time, so input is not a concern of mine. The other major problem is the glutSwapBuffers, which indeed is a bit slow, but all in all it works nicely. I think SDL has promise, but I dont think I will use it, because like I said, it tends to have a control issue, that and its not as easy of a syntax.

In response to Java or C#?
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101 Feb 12, 2003 at 00:20

Well, originaly microsoft was contracted with sun to use there java VM. However, microsoft desided to go and create there own java. (Which went against the contract, consiquently causing sun to sue MS.) The latest court decision I believe may now force microsoft to follow through and have the sun java vm included in windows release.

But basicly, C# is a JAVA clone.

In response to hehe
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101 Feb 12, 2003 at 00:13

I am! :huh:

In response to DirectSound issues
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101 Feb 12, 2003 at 00:12

Sad to found out that there is no information related to audio software development.

Is there any game developpers wants to share knowledge?

In response to Java or C#?
0
101 Feb 11, 2003 at 21:43

interesting point. if it’s not obvious from the general thread of this forum, I’m a bit anti-m$but with all things considered, I agree with you. I find nothing new with c# that java doesn’t already do. maybe it’s just so that m$ can have a product against sun’s popular java. or maybe there’s something more in the fine print that you and I have missed. anyway, I’d like to ask if anyone here thinks that anybody can write 10 pages about the difference in c# and java. I have to write a scientific argumentative research paper for my technical writing class [for my related field, which is CS] and if you guys think you can write 10 pages on the _SCIENCE_ aspect of it, then I would gladly write about the topic and share with you folks.

-thanks

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