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Novacurse

Member Since 28 Nov 2007
Offline Last Active Nov 15 2012 10:42 PM

Posts I've Made

In Topic: RAGE skybox?

16 October 2011 - 03:05 PM

Clearly you didn't even read my post something like Terragen can be used to easily make realistic skyboxes http://www.planetside.co.uk/ and as far as I know requires no artistic talent...

other then that if you have no artistic talent what you'll want to look for is something that can render atmospheres/clouds etc,

I'm not sure what capabilities the major 3D modelling/rendering applications have in this regard but you can probably look into them

- 3ds Max (http://usa.autodesk.com/3ds-max/) (not free)
- Maya (http://usa.autodesk.com/maya/) (not free)
- Blender (http://www.blender.org/) (free)

(I'm assuming all you want is information on getting a rendered atmosphere type image based on your second post)

In Topic: RAGE skybox?

16 October 2011 - 02:43 PM

Personally i felt like Halo 3 had some of the most beautiful skyboxes i've ever seen.
calling the skyboxes in it "Disgusting, unfitting, unatmospheric, unprofessional, unrealistic" is completely unfounded.

Anyway, to answer your question, i honestly wouldn't be able to say, there's so many different ways that they could do it, most of them however i would think would require alot of artistic talent.

Now in saying that i think your best bet if you want some nice easy skyboxes is to look into something like Terragen (http://www.planetside.co.uk/).

In Topic: what is saved in the w3g file of warcraft3 game ?

31 August 2011 - 03:34 AM

As far as I know, the .w3g format is actually a replay file for Warcraft 3.
w3x and .w3m are the map formats for warcraft 3.

As for the interview question, if i had to guess the interviewer wanted to know why a file containing the entire replay of a game would be so small, maybe that's a bit too obvious so I may be wrong, but that'd be my best guess.

Hope this info helps.

In Topic: Projectiles

12 December 2008 - 02:42 AM

Hey

I would probably go with using vectors.
I don't know if it's the best solution or the worst but i know it works, so i will try to explain it as best i can [rolleyes]


#include <vector>
#include <iostream>

using namespace std;

vector<int> My_Vector;
int Counter;

int main()
{
while(true)
{
//This will add a new int to the vector
My_Vector.push_back(Counter);

for(int a = 0; a<My_Vector.size();a++)
{
//The vector can then be accessed similarly to an array
//You can also access it by using My_Vector.at(index)
//I'm not clear on the difference
cout<<My_Vector[a];
};

cout<<"\n";

Counter++;

system("Pause");
};
};



So the above example shows how to use a vector it's not particularly useful but it's simple, Basically we declare a vector on this line
'std::vector<type> name'
and then on this line add a new object with the .push_back(object) function.
'My_Vector.push_back(Counter);'

i see no reason why a structure would not work as the type, but i've never tried too so i may be wrong, i know that Classes work and will show how to use them with vectors in the next example.


#include <vector>
#include <iostream>

using namespace std;

void Add_Animal();

class Animal
{
public:
void eat();
void sleep();
double weight;
double height;
};

vector<Animal> My_Vector;

int main()
{
while(true)
{
Add_Animal();
Add_Animal();
for(int a = 0;a<My_Vector.size();a++)
{
My_Vector[a].eat();
My_Vector[a].weight = My_Vector[a].weight + 1;
};
system("Pause");
};
};

void Add_Animal()
{
Animal Temp;
Temp.height = 100;
Temp.weight = 100;

My_Vector.push_back(Temp);
};

void Animal::eat()
{
cout<<"\n"<<"Animal Eating!";
};

void Animal::sleep()
{
cout<<"\n"<<"Animal Sleeping!";
};



Ofcourse you'll probably also like to know how to delete an object, this next example shows how to using basically the same code as above.
Note : the vector system will automatically move the other entries back if you delete an entry in the middle.


#include <vector>
#include <iostream>

using namespace std;

void Add_Animal();
void Delete_Animal(int index);

class Animal
{
public:
void eat();
void sleep();
double weight;
double height;
};

vector<Animal> My_Vector;

int main()
{
while(true)
{
Add_Animal();
Add_Animal();
for(int a = 0;a<My_Vector.size();a++)
{
My_Vector[a].eat();
My_Vector[a].weight = My_Vector[a].weight + 1;
};

Delete_Animal(1);

system("Pause");
};
};

void Add_Animal()
{
Animal Temp;
Temp.height = 100;
Temp.weight = 100;

My_Vector.push_back(Temp);
};

void Delete_Animal(int index)
{
My_Vector.erase(My_Vector.begin() + index);
};

void Animal::eat()
{
cout<<"\n"<<"Animal Eating!";
};

void Animal::sleep()
{
cout<<"\n"<<"Animal Sleeping!";
};



Ok i hope this helped you and for your other question yes vectors can be passed as a parameter to a function if you need an example just ask, if you have any other questions i'll be happy to answer them aswell.

and if you need some more info Here

PS : i've probably made alot of mistakes in my code as i haven't been programming for that long.



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