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Member Since 29 Nov 2007
Offline Last Active Jun 25 2013 02:54 AM

#5037144 Best way to draw cylinder

Posted by on 27 February 2013 - 07:47 AM

In D3d9, you can try using D3DXCreateCylinder. There are tons of working examples you can find on the web to use this method.

#5031733 D3DXCreateEffectFromFile major bug?

Posted by on 13 February 2013 - 03:07 AM

Delay loading this dll should solve the problem.

Basically, use the effects if the dll loads successfully, otherwise use the D3D pipeline itself.

Above is applicable only when it isn't absolutely necessary to use effects.

This particular dll isn't necessarily present on all the machines.

It's generally present under system32 folder.

It's true that most distributables are shipping this dll to strictly use effects.

#5031446 Volumetric texture arrows axes

Posted by on 12 February 2013 - 10:05 AM

In addition to what Jason mentioned in his posts, you should not try to achieve any kind of 3D modelling using sprites, unless you want to make things really hard and inefficient for yourself. Some challenges are worth not taking. wink.png

FYI, it's generally the other way round i.e. sprites are created out of 3D models.

For your particular requirement, it's better you go with polygonal mesh.

#5031330 Screen turned black when switching to full screen mode

Posted by on 11 February 2013 - 10:36 PM

Issue is a direct outcome of illegal usage of D3DPRESENT_PARAMETERS object with fullscreen mode.

One I can spot straightaway is Windowed flag should be false when going to fullscreen. But this is not happening anywhere in your code.

Change your onResize method accordingly, catering to the scenario when you are entering full screen mode.

#5028529 Which method is more effective?

Posted by on 03 February 2013 - 09:54 PM

Between the 2 methods you suggest, use the first method i.e. go with using a function each time that returns a frame.

IMHO, both of them are not the best ways to go about this problem.

#5025008 Networking C++, don't see the packet in wireshark

Posted by on 23 January 2013 - 11:23 PM

Quite a few possibilities for not seeing packets getting transferred. Firstly check if you're not behind some VPN or anything.

95% of issues with wireshark not giving expected capture output is due to VPN, firewall, etc kind of troubles.

Then you need to check if there is some torrent network up on your machine. Torrent softwares tend to screw up Wireshark bigtime.

Actually, most of the issues with Wireshark not working, unless you're on Mac, are related to above 2 reasons.

And ofcourse, most popular reason is running capture on wrong network device. :-)

#5023756 D3DXCreateTextureFromFileInMemory S_FAIL

Posted by on 20 January 2013 - 10:24 PM

First thing to check should be what's the type of error you're getting. use dxerr for the returned hr value and check the type of error.

Also, in your first if condition, don't forget to do this also : "d3dTexture = NULL;" immediately after you call Release.

It's good practice.

#5017861 Learn Gamedev from scratch or with a engine?

Posted by on 05 January 2013 - 02:13 PM

Take incremental steps. Start developing around a known game engine first. Once comfortable with it, then move onto developing from scratch.

#5017693 Dynamic Stories for an MMO RTS...

Posted by on 05 January 2013 - 04:03 AM

Instead of just a RTS at universe level (which is also quite unique btw), you can think up something in terms of virtual reality.

Which means, not only can you kill to win, you can bribe to win, or assasinate some opposition member(s) to slow down their charge.

That brings in endless possibilities which I can't even begin to summarise here.

In order to create individual stories to follow players, you can use some psychology sketch for each player before their hero gets designated to them. There are sites to do a psychoanalysis for people, like rembrandtsketch, etc. This way player can feel completely in sync with her/his character. Good, bad or ugly, this can bring out the true colours of a player.

All I am saying is, RTS has unfortunately become a saturated genre, with not many new stories comiing up.

Even the 4 points you mentioned seem to be a cover song with new musical instruments.

Since you can use dynamic content generation as well as a match can go on for as long as some human lives, then why not make it "real".

#5017448 Playing with a theme for a game

Posted by on 04 January 2013 - 09:36 AM

If you really want a twist then this can be an idea which isn't cliche and hasn't been tried before.


Your character (who is also the main yet expendable protagonist) kills all in the way, as per his orders and encounters in the end... himself.

Then the true fact dawns on him.

Basically, all the soldiers were given orders not by a human, but an alien humanoid, who disguised himself as a human, and created a race of clone soldiers, which were ofcourse expendable.

In the end all these soldiers were anyways going to die (killed, if you may).

The post apocalyptic era, is nothing but a final cleansing, tried by the invading humanoids that just needed Earth to create a colony of their own, and devised an ingenious plot of using human clones against humans themselves.

However, your protagonist realises that he himself was cloned out of none other than a human being who led the last colony of surviving humans.


With that you also have a scope of having a Part 2 for the game, with the underlying theme as revenge/revival ofcourse.

#5017179 OpenGL in Java

Posted by on 03 January 2013 - 10:52 AM

I was wondering if it was possible to learn OpenGL using other language tutorials.

If you want to learn OpenGL then language shouldn't matter anyhow. In your case since you will porting most code from C++ to Java for trying things out, it sounds even more convenient.

#5017091 Strange Text Rendering Crash In Release Mode Only

Posted by on 03 January 2013 - 07:24 AM

This is an alignment issue. You can also try pragma directive to pack everything to 1 byte boundary and then build your code.

Also, to check if this really is the issue, simply look for the value of sizeof(SpriteDrawData).

#5017038 D3D9 and child windows

Posted by on 03 January 2013 - 04:45 AM

this? http://msdn.microsoft.com/en-us/library/windows/desktop/bb174354(v=vs.85).aspx

#5017024 Shaders implementation

Posted by on 03 January 2013 - 03:19 AM

My shader is the same. I didn't change anything.


That's why I was saying that please change it a bit and use a sampler state with some basic filtering, like LINEAR.

The way I see that area is going white around your lines is most probably because of aliasing. So once aliasing is out of the way a clearer picture should come out.


And my bad that I kept overlooking the VFACE comment of yours. It makes sense now, why to use one kind of input than the other.

#5017022 What's going on with this scene?

Posted by on 03 January 2013 - 03:13 AM

You mean the shader's link? if so, here it is. Thanks
Thank you very much for your assistance.




If you mean that bump mapping was, exactly, what caused this then you're welcome. :-)