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Member Since 03 Nov 2006
Online Last Active Today, 08:55 AM

Topics I've Started

Stroids - by Mugs Games

18 February 2014 - 06:20 AM

The completely free public beta release of Stroids is now available for download at www.mugsgames.com


Stroids is a retro-style mini-game for Windows PC, revisiting the arcade classic Asteroids, complete with glowy vector graphics and annoying blippy sound effects.


I'm hoping for a little feedback, primarily whether the game installs and runs cleanly on various Windows configs, since I can only really test it on the systems we have in house (i.e. in my house...)


You can contact me through the site, or via Twitter - links in my signature. Comments gratefully received.


Cheers - hope it passes a few minutes of retro fun in your super-modern cutting-edge gamedev day.


(Updated 18/2: v0.9.1 is now available, which fixes corrupt graphics on the title page which occurred randomly after playing for a while.)




[SlimDX] Glitch rendering to WinForms Panel with other controls

09 June 2010 - 01:20 AM


Just wondering if anyone can give me a clue about this issue - hopefully it's a quick and obvious answer.

I have a WinForms application in which I'm rendering a scene to a panel covering some of the main form, and other standard controls (some buttons, a PropertyGrid etc) on the rest of the form. Think "level editor" and you'll get the picture, though it's not quite that.

The PropertyGrid has a drop-down colour-chooser as one of its entries. The first time I use this drop-down box causes the output panel to not be drawn i.e. SlimDX doesn't render anything - I've set the background colour of the panel to hot pink to prove it's not just a 'no objects in view' kind of problem. If the SlimDX rendering was occurring at all I'd expect it to at least clear to white and present. As soon as the drop down closes drawing resumes as normal, and after that I can use the dropdown box as much as I like without any problems.

I've checked the SlimDX device isn't lost at any time during the process.

It's difficult to know what code to post in this case as it seems more like a designer problem, like maybe I'm just missing some flags to do with paint events or something. Anyone else come across anything similar?


Charlie Brooker on Games

28 December 2009 - 09:04 PM

Interesting piece in the Guardian by Charlie Brooker. The description of a non-gamer's attempt to play GTAIV is particularly well-observerd. http://www.guardian.co.uk/technology/2009/dec/11/charlie-brooker-i-love-videogames

Multiple Light Sources in Shader

12 November 2007 - 08:31 PM

Hi guys. Quick question, probably with a quick answer. I've just recently been getting into writing HLSL shaders. I've made some progress with basic lighting models, but now I'm confused about the best way to implement multiple lights in a scene where the number of lights is not fixed. (For example, how would I add a point-light while an object explodes, then remove it again?) As I understand the process at the moment, and this may be specific to my scene graph implementation, I basically do this: Load up shader from .fx file and set active technique Set 'global' parameters e.g. projection matrix, i.e. stuff that applies to all 'children' of the shader For each pass in the technique, set object-specific params and draw geometry In the most basic example I can pass the direction and intensity of a directional light into the vertex shader, and this works fine. But when I came to use two directional lights I got a bit confused. I thought about doing multiple passes in the technique but then how do I know how many passes are required if I don't know how many lights there'll be in advance? Or can I pass an array of light data into the shader of arbitrary length - that might be obvious but I'm new to HLSL so bear with me! The best I managed so far is to loop around the whole process once per light and blend the results, which *almost* works, but there's got to be a better way. Cheers L -

Direct3D Fullscreen Crashes

16 November 2006 - 12:50 AM

Hi All, I've just started learning direct 3D and I'm having terrible trouble with something really basic, but I can't find any explanation of it. My problem is with the D3DPRESENT_PARAMETERS struct. I can set up and run basic Direct3D code, following the tutorials that come with the SDK and various other online sources. Everything works fine, unless I set D3DPP.Windowed = false; trying to make the thing run fullscreen, in which case it always crashes my program no matter what other options I choose. I have followed various tutorials through, some of which even use Windowed = false explicitly, but to no avail (even directly copying their code doesn't work on my system.) Any ideas what can be causing this? It's really getting on my nerves because I am enthused about learning D3D but have stumbled at this very early hurdle. L -