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.
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.
that cover is bad ass
I second this.
The OpenGL 2.1 redbook kicks ass for OpenGL also.
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
Holyshit, the FPS went from 200 to 1900. Thanks a lot for the suggestion, Garry
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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/
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
Use managed C++ and .NET then.
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.
Anyone read C++ Primer Plus by Stephen Prata? Is it good?
Well pretty much everything is a PH
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 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.
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).
Just figured out how to get 2D animations working in a game, so here is what i have so far!
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...
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.
:)
Looks funny![]()
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.
I didn't know they shipped to Sweden. Bought it :D
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?
I think you mean "Lua".
:)
The forums say "fuck it" AFAIK, but I'll give it a try.
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
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.
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?
Yea i made all the animations myself and yes i am using C# with xna.
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.
2:40 epic fail lol :) lookin' good
I think it's the same as quake, which is the number of days since a certain date (the launch of quake maybe?)
Thanks.![]()
Packet logger for a game. It hooks the game before/after the encryption/decryption.
Unmanaged to Managed is a bitch!
Playing around with npc_blob
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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:
Then you can just go like: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)
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.