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In response to Zooming
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donBerto 101 Feb 10, 2003 at 15:48

interesting point.

the fewer the number of objects in space, the easier it is to translate the objects instead of recalculating the perspective matrix. the greater the number of objects, the more likely that it will be eaiser to recalc the perspective matrix than it is to translate all the objects.

of course, you can come up with algorithms the decide which of the two OR maybe even make it so that if you just translate, to only translate in the view frustum.

cheers.

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CyraX 101 Feb 10, 2003 at 15:35

What ufnction are you using to load the memory.

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CyraX 101 Feb 10, 2003 at 14:46

I found this forum amazing. Lotsa stuff being discussed is quite relevant and above all, its not been reduced to mere chat play ground.
Its difficult to find forums where we can actually get to see serious stuff.

In response to Zooming
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Morgoth 101 Feb 10, 2003 at 13:16

@Yau

The disadvantage is that everytime u want to zoom or animate zooming and zooming out u have to recreate ur perspective viewing transformation. Well this isn’t too bad.

Correct me if i’m wrong, but performance-wise it’s usually much heavier to recalculate the view (projection e.t.c) matrices than perform translations in model-space. I’m not quite sure about the actual performance impact, but, well, fps’s don’t do it that way :-)

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shezan 101 Feb 10, 2003 at 09:17

i also had the same problem when i was rendering my heightmap (ie, i had overlapping triangles in different octrees), but i didnt bother splitting them since my octrees were quite small

however, to prevent them from overlapping, i added a variable called “nRenderCycle” for each triangle. inside my draw function, i increment a global RenderCycle and for each triangle:

if (tri->nRenderCycle != global_render_cycle)
{
  // Render the triangle

  tri->nRenderCycle = global_render_cycle;
}

This way, whenever the renderer sees the same triangle in another octree, it will not render it…

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shezan 101 Feb 10, 2003 at 09:07

rather than checking with triangles in the view frustum, i think it would be better to only check in the octree where your camera is located, and also the octrees that are directly next to it… so whenever the camera moves, you need to update the “current octree”… this has 2 advantages

  • you can still check triangles on the side or behind
  • you dontneed to check with triangles that are far away (but still in the view frustum)
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terminate 101 Feb 10, 2003 at 06:16

The voices in my head told me about it.

In response to hehe
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Amithran 101 Feb 10, 2003 at 01:38

Win/lose possibilities have been disabled for testing as of right now. I’m setting up the menu system, and I’ll have a new demo ready to release then.

In response to hehe
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dk 158 Feb 10, 2003 at 01:36

Very nice graphics. Very impressive. You have an executable demo one can try out?

In response to hehe
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Amithran 101 Feb 10, 2003 at 01:30

I’m currentlly developing a nibbles/snakes clone in directX for fun.
wormscreen.gif

In response to hehe
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dk 158 Feb 10, 2003 at 01:27

Nice to have you here in our forums. We really need some DirectX developers to help out with answering questions and other stuff.

In response to hehe
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hsstudios 101 Feb 10, 2003 at 00:34

Hi. I’m a DirectX 9 developer. I’m currently developing my company’s game engine HailX.

In response to Good OGL books
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Aphex 101 Feb 09, 2003 at 23:37

Ah at last i can reply!!! tsk @ server or summet ;)

ahem - thanks for the info all, will try and take a look at some of these before buying :)

oh, and those NeHe tutorials are nice too!

Cheers

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Amithran 101 Feb 09, 2003 at 23:22

Gamedev.net front page, advertising the contest going on. Like the cat, curiosity took hold of me.

In response to Game GUIs
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Amithran 101 Feb 09, 2003 at 23:20

Hrm, truthfully if it’s a GAME gui, I tend to write my own. Taking the time to write your own gui is fruitful becuase if you object orient it correctly, you can use it over and over in any games you create only having to make artistic changes, and maybe a few function changes. Also, it won’t matter what type of windows your using, if the game runs on the system, then so does the game gui. It seems complicated, but really the concepts are pretty simple and reproducing desired gui’s can be easy if you have a solid Idea of what your looking for when you start.

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Amithran 101 Feb 09, 2003 at 22:39

I don’t think theres really a LACK of DirectX tutorials. DirectX is (after you learn it) really strait forward. And there are plenty of tutorials that can teach you how to do something a certain way, it’s just that afterwards, you have to use your intuition to use it create things YOU want. It’s all a matter of learning, and then applying.

Now, I’m not a big book buyer when it comes to how-to’s, but I do have a fair ammount of them. I get them from freinds / family that got them for classes or self bennifet. And if you don’t know any one into computers, there are always cheap books at used book stores. I have several OLD how-to books (including a whopper of a book: Using HTML 2.0 ), and why it is out dated, it’s still very useful/fun to read. The books themselves act as SYNTAX references. Thats what programming really boils down too, after you learn the logic part (if/loops/etc).

I recomend trying to find a DirectX book ( I got The Zen of Direct3D Game Programming that I use for quick references every now and then ) to use learn from, or even learn to use the DX SDK Documentation. THe documentation is an incredibly powerful resource once you understand how to get what you need from it. HowTo boooks are (in an abstract example) pretty wrappers for documentation. This is very important, and I strongly suggest you take your time to familiarize yourself with the SDK help files.

Heres a couple of links for DirectX tutorials that I use/used for help: (NOTE Some are not DX specific, but programming methodology)
http://www.flipcode.com/

http://www.riaz.de/tutorials/d3d.html

http://www.andypike.com/tutorials/directx8/
http://www.gamasutra.com

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davepermen 101 Feb 09, 2003 at 21:02

opengl.org

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davepermen 101 Feb 09, 2003 at 20:57

hm.. smells like a texture manager.. not?

In response to Game GUIs
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davepermen 101 Feb 09, 2003 at 20:48

hm.. i remember a window-skinning tutorial on www.flipcode.com.. some time ago.. dunno if you find it useful

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davepermen 101 Feb 09, 2003 at 20:28

“tutorials are for newbies”..

well.. this said, i could get flamed. but the trick is, get over it. its more important to be able to read helpfiles and documentations than tutorials. there is simply stuff no one has did yet. but every library is documented. espencially the microsoft libs are great documented. they have examples, and even some tuts on msdn, but most you learn from the documentation itself. the “how to use the api” at least. and the rest.. well.. actually there are a lot of books about how to develop game stuff in dx. hadn’t had one myself, but read some of friends..

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davepermen 101 Feb 09, 2003 at 20:18

its actually called GL_ARB_fragment_program and is on all 9500 and bether radeon cards, as well as on all one day available nv30+ based (gfFX based) cards. dunno wich ones there will actually come out, nvidia is in huge troubles to get something out. looks like their flagship, the only one beating a radeon9700pro, got canned.. dunno..

and then there are others.. basically every card fully supporting dx9 can do it.

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davepermen 101 Feb 09, 2003 at 20:12

not yet. in a month or so, i think.. we’ll see.. at least the gfFX seems to be canned:D

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davepermen 101 Feb 09, 2003 at 20:07

and? microsoft gamedev section even develops for ps2 and such..

and it would not be dx, just managed dx. big difference..

In response to Zooming
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donBerto 101 Feb 09, 2003 at 19:26

the non-glu way is to use glOrtho and glMatrixMode

here are references to both:

http://www.cevis.uni-bremen.de/\~uwe/opengl…gl/glOrtho.html

http://www.cevis.uni-bremen.de/\~uwe/opengl…MatrixMode.html

example:

void window_scene2D()
{
    glViewport(left, top, width, height);
    glOrtho(left, right, bottom, top, near, far);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
}
/////////////////////////////////////////
void window_scene3D()
{
    glViewport(left, top, width, height);
    glMatrixMode(GL_MODELVIEW);
    glOrtho(left, right, bottom, top, near, far);
    glLoadIdentity();
}

remember, in glMatrixMode, you can only get the effect of zooming in or out with GL_MODELVIEW. only use GL_PROJECTION to do non-zooming effects like a menu system or the like.

If I offended you with any of this, please accept my apologies. I’ve seen way too many questions as to why people can’t zoom in and out and when they show their code, they’re using GL_PROJECTION.

cheers.

In response to DirectSound issues
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SpaCe 101 Feb 09, 2003 at 19:23

I currently have Dx8.1
I tried to reinstall my sound drivers a few times , but non of them fixed the problem.
I think I might have not downloaded the currect driver version , although it seems unlikely.
Is there a way to check what type of sound driver I have so I will be able to download the currect drivers?

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