1. Post #81
    Gold Member
    Sippeangelo's Avatar
    August 2006
    603 Posts
    For all you who tries to learn Direct3D, I recommend this book:


    http://www.amazon.com/Introduction-P...e=UTF8&s=books

    There may be some gaps if you're not that good at math, though.
    Combined with www.directxtutorial.com it's great.
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  2. Post #82
    Gold Member
    efeX's Avatar
    April 2009
    2,332 Posts
    that cover is bad ass
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  3. Post #83
    Gold Member
    Jallen's Avatar
    December 2007
    7,578 Posts
    For all you who tries to learn Direct3D, I recommend this book:


    http://www.amazon.com/Introduction-P...e=UTF8&s=books

    There may be some gaps if you're not that good at math, though.
    Combined with www.directxtutorial.com it's great.
    I second this.

    The OpenGL 2.1 redbook kicks ass for OpenGL also.
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  4. Post #84
    Gold Member
    Robber's Avatar
    January 2006
    6,140 Posts
    After a long break (1.5 weeks) I continued work on my tiny prototyping Java rendering "engine". It supports fullscreen mode, windowed mode, automatically chooses between page flipping or double buffering. To use it I only have to implement one interface with 4 methods (preInit, postInit, draw, update). In the preInit and postInit methode I get a little object I can use to add Key-, Mouse- and MouseMotionListeners, setting the resolution/window size, enable/disable fullscreen, set preferred framerate (it's running at a fixed framerate). If I don't set something it uses default values.
    I'm proud of it. :D
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  5. Post #85
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    Holyshit, the FPS went from 200 to 1900 . Thanks a lot for the suggestion, Garry .

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  6. Post #86
    Gold Member
    lumer0's Avatar
    November 2006
    181 Posts
    Anyone know any good GUI tutorials for c++?
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  7. Post #87
    Gold Member
    Jallen's Avatar
    December 2007
    7,578 Posts
    Anyone know any good GUI tutorials for c++?
    Uh, it's not as simple as that.

    http://winprog.org/tutorial/

    Or

    http://www.wxwidgets.org/
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  8. Post #88
    Gold Member
    lumer0's Avatar
    November 2006
    181 Posts
    Ouch that looks hard.
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  9. Post #89
    Gold Member
    Sippeangelo's Avatar
    August 2006
    603 Posts
    Ouch that looks hard.
    directxtutorial.com has a chapter in which he explains how it all works. I'd suggest you take a look at that.
    http://www.directxtutorial.com/Tutor...n32/dx9A2.aspx
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  10. Post #90
    Gold Member
    Xeon06's Avatar
    September 2005
    1,223 Posts
    Ouch that looks hard.
    Use managed C++ and .NET then.
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  11. Post #91

    June 2009
    898 Posts
    I love GUI's

    currentMsgBox = new UI_MessageBox("Mass Alert!", "Hello fuckers blah blah blah\nAlso blah", "Moderator says");


    Rushed textures just to test

    Cool thing is I can pretty much slap my GUI into gtaiv using the script hook. Could make an awesome little spawn menu
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  12. Post #92
    Gold Member
    Sippeangelo's Avatar
    August 2006
    603 Posts
    I love GUI's

    currentMsgBox = new UI_MessageBox("Mass Alert!", "Hello fuckers blah blah blah\nAlso blah", "Moderator says");


    Rushed textures just to test

    Cool thing is I can pretty much slap my GUI into gtaiv using the script hook. Could make an awesome little spawn menu
    Oh bloody hell I hate that font. But if you're going to make a Habbo clone, I guess it's OK.
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  13. Post #93
    I am a moderator.
    Swebonny's Avatar
    August 2006
    13,129 Posts
    Anyone read C++ Primer Plus by Stephen Prata? Is it good?
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  14. Post #94

    June 2009
    898 Posts
    Oh bloody hell I hate that font. But if you're going to make a Habbo clone, I guess it's OK.
    Well pretty much everything is a PH
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  15. Post #95
    Gold Member
    Sippeangelo's Avatar
    August 2006
    603 Posts
    Anyone read C++ Primer Plus by Stephen Prata? Is it good?
    http://www.amazon.com/Primer-Plus-5t...8120142&sr=8-5

    It has great reviews. You can also take a look at the first chapter and the index. Amazon ships to Sweden too ;)
    By looking at the index, it seems to go very deep about every topic. 100 pages only about functions and another 200 about classes. Jeez...

    Edited:

    Wasn't short either. Over 1000 pages!

    Heck, I'm going to buy that!
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  16. Post #96
    Gold Member
    compwhizii's Avatar
    February 2007
    8,443 Posts
    I have it. When I was 12 I tried reading it like it was an everyday book. Then I realized it's more of a reference.
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  17. Post #97
    AtomiCal's Avatar
    December 2005
    430 Posts
    Holyshit, the FPS went from 200 to 1900 . Thanks a lot for the suggestion, Garry .

    http://i27.tinypic.com/ifvnyh.jpg
    MAN I WISH I COULD GET THAT FPS IN COUNTER STRIKE LOL EX DEE


    But seriously,

    My App looks similar to yours, it's just that I stopped working on the "game" and started learning about the network(RakNet).
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  18. Post #98
    Jimmylaw's Avatar
    November 2007
    506 Posts
    Just figured out how to get 2D animations working in a game, so here is what i have so far!

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  19. Post #99
    Gold Member
    HubmaN V2's Avatar
    November 2007
    885 Posts
    Trying to get my head around Cocoa Touch. Everything's a goddamn @property, which is ridiculous when you get to it because it's really a layer of abstraction designed to get people new to Cocoa used to working with selectors instead of ivars directly. Hell, at least make people use the pointer member operator...
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  20. Post #100
    Gold Member
    Squad's Avatar
    March 2009
    3,365 Posts
    I am currently working on LUA coding for an addon. The people making the addon haven't made any progress in 2 months so I figured I already knew a few programming languages how hard could it be to pick up LUA and do it for them.

    :)
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  21. Post #101
    Gold Member
    ddrl46's Avatar
    October 2007
    3,682 Posts
    Just figured out how to get 2D animations working in a game, so here is what i have so far!

    Looks funny
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  22. Post #102
    Gold Member
    t0rento's Avatar
    September 2006
    148 Posts
    Moved onto Ubuntu recently after 12 years of Windows. Wanted to try out what development was like in it.

    Decided to go old school with vim, g++ and make. I've been rewriting a small tool for global find replace (Over a folder), going well so far. Got cross-compilation working, but boost is being a pain in the ass to compile windows binaries for.

    Enjoying the environment though, will probably stay.
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  23. Post #103
    I am a moderator.
    Swebonny's Avatar
    August 2006
    13,129 Posts
    http://www.amazon.com/Primer-Plus-5t...8120142&sr=8-5

    It has great reviews. You can also take a look at the first chapter and the index. Amazon ships to Sweden too ;)
    By looking at the index, it seems to go very deep about every topic. 100 pages only about functions and another 200 about classes. Jeez...

    Edited:

    Wasn't short either. Over 1000 pages!

    Heck, I'm going to buy that!
    I didn't know they shipped to Sweden. Bought it :D
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  24. Post #104
    Gold Member
    HubmaN V2's Avatar
    November 2007
    885 Posts
    I just gave up on getting Ogre3D to play nice with Code::Blocks. Holy fucking goddamn, their Wiki is ancient. Time to reboot and see if it works with VC++, I suppose :(
    Their documentation and tutorials are top-notch, which make it much more frustrating.
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  25. Post #105
    Gold Member
    r4nk_'s Avatar
    April 2005
    2,023 Posts
    I just gave up on getting Ogre3D to play nice with Code::Blocks. Holy fucking goddamn, their Wiki is ancient. Time to reboot and see if it works with VC++, I suppose :(
    Their documentation and tutorials are top-notch, which make it much more frustrating.
    Wait doesnt code::blocks come with a prebuilt project template or something for ogre apps?
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  26. Post #106
    Gold Member
    jA_cOp's Avatar
    May 2006
    2,690 Posts
    I am currently working on LUA coding for an addon. The people making the addon haven't made any progress in 2 months so I figured I already knew a few programming languages how hard could it be to pick up LUA and do it for them.

    :)
    I think you mean "Lua".

    :)
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  27. Post #107
    Gold Member
    HubmaN V2's Avatar
    November 2007
    885 Posts
    Wait doesnt code::blocks come with a prebuilt project template or something for ogre apps?
    The forums say "fuck it" AFAIK, but I'll give it a try.
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  28. Post #108
    Gold Member
    Robber's Avatar
    January 2006
    6,140 Posts
    After working on the rendering engine behind my jTetris I added some new features to it.
    [list][*]Score[*]Score effect[*]It's getting faster when you reach 2000, 4000, 6000,... points[/list]

    Edit:

    Download
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  29. Post #109
    Jimmylaw's Avatar
    November 2007
    506 Posts
    Linking my animations to player controls!

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  30. Post #110
    Gold Member
    Robber's Avatar
    January 2006
    6,140 Posts
    Linking my animations to player controls!

    The death animation looks great, did you make the animations yourself?
    Also, what language are you using? C# with XNA? The background looks like XNA's default background.
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  31. Post #111

    June 2009
    898 Posts
    The build number on source games, is that number the amount of compiles? If so, how do you log the amount of times you've compiled a project?
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  32. Post #112
    Jimmylaw's Avatar
    November 2007
    506 Posts
    The death animation looks great, did you make the animations yourself?
    Also, what language are you using? C# with XNA? The background looks like XNA's default background.

    Yea i made all the animations myself and yes i am using C# with xna.
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  33. Post #113
    Gold Member
    r4nk_'s Avatar
    April 2005
    2,023 Posts
    The forums say "fuck it" AFAIK, but I'll give it a try.
    As in don't bother cuz it shit? or?
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  34. Post #114
    Gold Member
    HubmaN V2's Avatar
    November 2007
    885 Posts
    As in don't bother cuz it shit? or?
    No idea, actually. I suppose it means "the template requires some modifications that we're waiting on". Hell, I'll give it a try in the morning.
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  35. Post #115
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    After working on the rendering engine behind my jTetris I added some new features to it.
    [list][*]Score[*]Score effect[*]It's getting faster when you reach 2000, 4000, 6000,... points[/list]

    Edit:

    Download
    2:40 epic fail lol :) lookin' good
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  36. Post #116
    garry's Avatar
    September 2001
    12,411 Posts
    The build number on source games, is that number the amount of compiles? If so, how do you log the amount of times you've compiled a project?
    I think it's the same as quake, which is the number of days since a certain date (the launch of quake maybe?)
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  37. Post #117
    Gold Member
    Robber's Avatar
    January 2006
    6,140 Posts
    2:40 epic fail lol :) lookin' good
    Thanks.
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  38. Post #118
    high6's Avatar
    September 2008
    197 Posts
    Packet logger for a game. It hooks the game before/after the encryption/decryption.



    Unmanaged to Managed is a bitch!
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  39. Post #119
    Gold Member
    Foda's Avatar
    April 2006
    2,738 Posts
    Playing around with npc_blob


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  40. Post #120
    Gold Member
    Catdaemon's Avatar
    February 2005
    2,821 Posts
    Decided to get cracking on networked effects, and they work great:

    (those are supposed to be gunshots, yes)

    Only problem I have is that you get loads at once if you have packet loss, ah well. I guess I could just send them unreliably. They're quite easy to do:
    Code:
    Type Gunshot Extends BaseEffect
    	
    	Field DieTime:Int
    
    	Function MakeEffect:BaseEffect()
    		Local e:BaseEffect = New Gunshot
    		Return e
    	End Function
    	
    	Method Spawn()
    		DieTime = MilliSecs() + Duration
    		If parent Then
    			ang = parent.ang
    			pos = parent.Pos.Copy()
    		End If
    	End Method
    	
    	Method Tick()
    		If MilliSecs() > DieTime Then
    			Remove()
    		End If
    	End Method
    	
    	Method Draw()
    		If parent Then
    			Local a:Float = 1 - FloatDiff(MilliSecs(), dietime, duration)
    			SetAlpha(a)
    			SetColor(255, 255, 0)
    			SetRotation(ang - cc_angoffset.GetFloat())
    			DrawRect(pos.x, pos.y, 2, 200)
    			SetRotation(0)
    			SetColor(255, 255, 255)
    			SetAlpha(1)
    			AddLight(pos.x, pos.y, 255, 255, 0, 0.8, a * 0.5)
    		End If
    	End Method
    EndType
    
    RegisterEffect("gunshot", Gunshot.MakeEffect)
    Then you can just go like:
    DispatchEffect("gunshot", Self, Self.pos.x, Self.Pos.y, 200)

    I also did some basic key binding, although the code is quite horrid. Works good though.
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