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Member Since 09 Jan 2007
Offline Last Active Feb 18 2015 10:27 PM

Topics I've Started

Untrusted site notification from Windows Defender

18 January 2015 - 04:46 PM

This is a snippet of a screenshot showing what I'm receiving from gamedev.net.





Going back a page and reclicking on the link to Gamedev.net from Google solves the issue, so I guess it's minor?

How do I load a DLL into an EXE dependent of that DLL in a Visual Studio solution

01 January 2015 - 08:54 PM

I am currently trying to load a DLL into an EXE that is project dependent of that DLL in a Visual Studio 2013 solution environment. I have 2 projects in 1 solution. One of the project generates a DLL, while the other project generates an EXE that loads the DLL into the application once all projects have been built, and the debugger starts debugging the EXE.


I have generated a DLL, but I have no idea how to get the EXE to load that DLL. The only main issue I am having is the directories for the DLL and the directory the EXE is looking at, which is configured in the project properties for both the DLL project and the EXE project.


Below are the project properties I have:


testDLL project properties:




Bar project properties. All the "Bar" project does is it loads the testDLL DLL module, obtain the function in the DLL, runs, and quits.




Codes are given below:



Bar project main.cpp code. The only code in the Bar project.

#include <Windows.h>
#include "../testDLL/test.h"

foo_bar* foo_empty(int a, int b){
	return 0;

int main(){
	foo_bar* FunctionPointer = foo_stub;
	HMODULE TestDLLModule = LoadLibraryA("testDLL.dll");
	if (TestDLLModule){
		FunctionPointer = (foo_bar*) GetProcAddress(TestDLLModule, "foo_bar");
		if (FunctionPointer){
			return FunctionPointer(1, 2);
	return -1;

testDLL header code, test.h. This is in the testDLL project.

#define FOO(name) int name(int a, int b)
typedef FOO(foo_bar);
	return 0;

DLL main.cpp code in testDLL project.

#include "test.h"

	return 14;

int main(){
	return foo(1, 2);

How should I set the project properties for both projects? Thanks in advance.

Need feedback on my notetaking: Is my light diffusion notes correct?

18 November 2014 - 06:30 PM

I would like to have feedback on my notes about light diffusion. I wanted to get it correct so that I know what it is and what to look for in my notes when I want to find it again. I do stress that I wanted to keep it simple, and easy for me to read and digest, rather than having to go over certain terms that is being used. This way, I can avoid having to look up the term on Wikipedia or Google, in case I truly forgot.


This is the light diffusion notes:



Adding colors is used to add brightness and contrast to colors being chosen.

Multiplying colors of similar hue and color gives minimal differences, this can be used on determining how much light is being reflected on the surface, and how much color has been reflected from the light source to the eyes of a viewer. However, with different hues and colors, it would give the polar opposite, making the target color duller and washed out than before.

For a given light source, S, when I shine the directional light onto a surface, the diffuse intensity of the light is determined by the dot product of the directional light vector and the reflection vector.

That dot product must then multiplied multiple times by itself, which gives me the tiny, yet different, hues and colors of the object's surface color. These colors, when spread out from the maximum light diffuse intensity on the surface of the object (i.e., the white light), will create the illusion of light and shadow.

Note that for objects that reflect light, each of them has a spectral value, named "specular value", which is a value that determines how spread out the light diffuse is on the surface of the object. This value is used to determine the object's shininess. For example, metal objects have a higher spectral value, while plastic and wood have a lower spectral value.


I appreciate any feedback. Thanks for your time.

Trying to find a webpage that teaches you how to do normal maps for textures using simp...

02 October 2014 - 11:27 PM



I've been trying to locate a webpage that teaches you how to create normal maps for textures using simple graphics editor, but I seemed to have lost the link I had bookmarked for a while ago.


The author of the article explains the making of normal maps by using an example texture, manipulating the bitmap pixels by grayscaling, then use blue and red channels, offset a bit, and then recombine them as a normal map.


I forgot some of the steps that the author did, but I only recalled that the author just uses GIMP, I think. The author did not use any plugins or external 3rd party programs to generate the normal maps.


If anyone can help me relocate the webpage, that would be very grateful.


Thank you.

Should I be explaining my absence in all active projects?

17 July 2014 - 03:44 AM

It has been 1 week since I last stopped touching my computer. All of my projects have been put on temporary hold, but the people who are watching the projects' activities haven't been notified of the pause.

Should I notify them, or continue like this and push out very small new updates at some intervals (3 days or so)?

I don't plan on dropping it, nor wished to stop developing it. Real life is really taking its toll on my well-being.