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Shuuny

Member Since 16 May 2008
Offline Last Active Feb 03 2014 02:19 PM

Posts I've Made

In Topic: Model import adventures

19 December 2013 - 05:07 PM


So I'm confused by what you mean by updating SharpDX. The current released version should already have animation support.

 

No it does not. No animation channels are imported on live version, neither are skin bones or anything alike.

 

 

 


I would bet money that its the exporter or Assimp's collada importer (not unheard of).

 

Its incorrect handling of colladas "bind_shape_matrix" in skin controller (not to be confused with bone bind pose matrices). So Assimp's collada importer it is. But heck, even 3ds max cant correctly import dae model exported by itself, hilarious.

 

 

 


(not unheard of).

 

What else? (shiver)

 

 

 


Interesting, although I think you're basically describing (yet another) model format like collada and an overly generalized run-time component that people may find unusable if they want to do stray off the beaten path and do their own thing (often the problem with frameworks that "do everything" for you). Format's are only going to be as strong/useful as the importers/exporters that are available, and just because they are claimed to be interchange doesn't make it a standard by any means.

 

I don't think you quite got the whole idea about that. I'm suggesting creating programming language, that describes data and data bindings and comes with a compiler, that generates data access code for a programming language.

 

So first, there would be the language and a sort of scheme/map created by it. Lets assume very simple case - we want to store 10 integers in a file and a name and optional double value. So I would write something like this:

//Data descriptor language

DataDescriptor for "SimpleMessage"
{
    required integer(signed, size_32), array(size=10, require_all_elements) called "SomeIntegers"
    required string(UTF-16) called "Name"

    optional float(signed, size_64, default=0.0) called "JustADouble"
}

Then I would call something called something like "CSHARP Code Generator for UberScheme" and got myself as output a file called something like DataDescriptor.SimpleMessage.cs, containing code something like this:
 

//AUTO GENERATED DO NOT CHANGE
//UBERSCHEME VERSION 0.0000001
sing System;
using UberScheme.Import;
using UberScheme.Export;

[UberschemeRootMessage]
class SimpleMessage : IUberSchemeInterface
{ 
    int[] SomeIntegers;
    string Name;
    double JustADouble = 0.0;
    
    UberSchemeInterface.Read(string path)
    {
        SomeIntegers = UberScheme.ReadIntegerArray(maxsize=10, bla bla);
        bla
    }

    UberSchemeInterface.Write(object message)
    {
         var simpleMessage = message as SimpleMessage;
         write...
    }

Created the scheme  and generated code once (per language I'm using), I can initialize a C# object called  SimpleMessage, and write and read to it using simple Read/Write methods and then use resulting class object for whatever I want. Something like this (this would be what end user could see):

using System;
using UberScheme;

namespace TestProj01
{
    class DisplayColladaProgram
    {
         var colladaObject = NamespaceUberSchemeGenerated.Collada.Read(@"C:\test.dae");
         
         //display
         ..
    }
}

In Topic: What NOT to do when starting as an indie game developer

17 December 2013 - 12:07 AM

 

13. Do not hide those things.

 

 I would only recommend giving out early playtests only to friends and family. If you are making something generic, or something 'with a twist', then I guess its fine to provide it publicly, but anything innovative, new and unseen - never post *that* on internet, that would be very naïve and even stupid, depending on how good and 'new' the idea is. As added bonus, friends and family will provide more in-depth feedback, especially if you attend them 'live' and ask questions and feedback directly.


In Topic: Correcting camera movement - with demonstrational video

06 November 2013 - 01:56 PM

something about the Vectors(Vector3.whatever)

 

That's not a good way to show your dedication to your own problem.

 

 

 

 

Vector3 camPosition = Vector3.Transform(Vector3.Up, Quaternion.CreateFromYawPitchRoll(drehung, neigung, rollen));

ef.View = Matrix.CreateLookAt(Vector3.Zero, camPosition,Vector3.Forward);

 

Neither of those seem to make any sense. Look up XNA's documentation for Matrix.CreateLookAt and spend some time studying what you are trying to accomplish there. Some transformation, matrix FAQ will be needed for you to complete this. There is plenty of DirectX tutorials going around about view matrices and basic matrix transformation, what it does, what do you accomplish with it and why.

 


In Topic: Mannaged DirectX 9c corrupted sprites

24 September 2008 - 07:28 AM

This can be from overclocking you graphics card or overheat - test on other computer

In Topic: A* (or pathfinding general) Find closest point to region

22 September 2008 - 05:28 AM

Thanks, I see, but turning off heuristic is not-for-me as it jumps form path find time form 0.4msec to 2.4 and that is not cool. 6(!) times slower. no no no :D Also im using diagonals to, and rectangle regions will be like 1x1 2x2, ... max of 5x5 maybe.

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