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Member Since 08 Aug 2007
Offline Last Active Jan 07 2013 11:22 AM

Topics I've Started

Detecting game state from rendering calls within directx hook

06 January 2013 - 04:43 AM



i'm working on a Smart Directx Hook that should render its things only when game is not in main menu / paused game / with console open, and i'm looking for some way to detect this knowing what directx functions are called.

My first idea was to get a crc from every loaded texture, and knowing what textures are drawed i could know what was the game state.

Only problem is that this method is not reliable: the game i hook ( Fallout : New Vegas / Fallout 3 ) it's a very modded game, and also the loading screens can be changed, and i want to be able to support mods without breaking the game state detection.

Are there other ways to accomplish this?

Google didn't help me



[C++] Name above other players

29 August 2012 - 06:34 AM

Hi Guys,

i have a multiplayer game where i need to draw player names above their heads.
I have Camera position/rotation and player position, and i need to calculate where to draw the 2d player name on the string.
Can someone suggest me what's the best way to do it?


[C++] Drawing 3d text in directx hook

30 May 2012 - 04:34 PM

Hi guys,

i managed to hook directx in a game and now i wanted to draw a text in 3d space.
My code:

SelectObject(hdc, font);
D3DXCreateText(this->m_pIDirect3DDevice9,hdc,"Hello World",0.001f,0.4f,&mesh,NULL,NULL);
Beforce EndScene:
m_pIDirect3DDevice9->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
D3DXMATRIX world_matrix; //Pre-initialized

My problems:
The rendering appears like this:
As you can see, the text is nor in 3d, nor transformed and also it seems like a "mask" of the scene.

What can be the problem? Why 3d is not working,, nad the 3d text has this effect?


Top down shooter and bullet collisions

01 February 2012 - 05:00 PM


i'm developing a 2d top down shooter and i implemented collisions using rects, and everytime something moves i test collisions with all the other rects.
The problem raised now that i have to add bullets to my game, my first approach was to get the points of the line of the bullet and test collision with every rect for every point of the line, but this is the worst implementation that i ever used.
What's the best approach for the bullet physic?


[C++]2D Game engine, global objects problem

12 June 2011 - 03:48 AM

Hi guys,

i'm making my own 2d engine using sdl & opengl, but i need some "suggestions"...

I have everything declared using classes, but some classes needs other classes, for example cAnimation needs cTextureManager, how to accomplish this?
In practice, i need to have some classess accessible from others, but i can't understand how to make this.
I tried doing something like this:

class cTextureManager
} g_TextureManager;

but naturally it gives error "class cTextureManager g_TextureManager" (?g_TextureManager@@3VcTextureManager@@A) already defined in CTextureManager.obj"

Can somebody explain me how to do that?