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#4890155 Writing a game engine
Posted by gsamour
on 03 December 2011 - 09:57 AM
Also, I agree with the comments. Writing an engine is not an easy task. I suggest you focus on the game and use what has been given to you. You say you can write an engine in one month and finish the game in the remaining months... let's assume for a moment that it's an accurate time estimate. That's one extra month you can use for making the game shine. IMO having a polished game will cause a bigger wow factor than having your own engine.
It's also good practice for you if you break in to the industry. Unless you become an engine programmer, you will be using an engine written by another team (or company altogether). Even if you are an engine programmer, you probably won't be writing all the code yourself and will have to deal with code from other developers.
So again, what is wrong with the engine you got from school?
#4890149 improve my code. Only if you have 10 min of your time
Posted by gsamour
on 03 December 2011 - 09:23 AM
Things to be careful with IMO:
1. I suggest establishing a coding convention, even if this is a hobby project. You have some variable names that start with upper case and others that start with lower case. And I see the same for functions. It looks messy.
2. You're not using indentation on your "if" statements. It's easier to read code if it follows appropriate indentation.
3. You may want to start looking into vertex arrays and VBOs. Immediate mode (glBegin()/glEnd()) is slower, and if you wanted to use DirectX, you won't find immediate mode in it.
4. I'm being too nitpicky with this one, but "Feet" is already plural. The word "Feets" doesn't exist. The singular version of "Feet" is "Foot". If someone else looks at your code, it's important for it to be correct / look good in all aspects.
5. By "Stomek", I think you meant "Stomach". Again, I'm being too picky, but it's important.
Please take this as constructive criticism... I hope it helps
#4847817 Ambient occlusion simulation for AAA projects
Posted by gsamour
on 11 August 2011 - 12:33 PM
Guys, i'm bored. When i came here to ask, expected something like this, but not such negative to me without any trust. How dare are you to tell me that i'm lier, bad and rude if you guys just trolling me? What actually do you want from me by saying all of that? I'm not the competitor, i'm not advertising, i wasn't angry. If someone making things better than others, is that bad? You are redicilous if it's like that. Proove me then that you can do better, otherwise shut up or just help me.
Judging by your attitude, you're looking like the troll to everyone else. I wish I could help you, but I don't have money to give you. Even if I had the money, I have a choice of many algorithms to choose from. Many of them are freely available, so why would I pick yours? If you say it's because of quality, then I'd say this... if I was making a simulation where I absolutely needed your AO, then I'd talk to you (but how can I tell if I need your AO if I don't know your history and I've only seen a few images?). But if I'm making a game where graphics is just one part of a much larger equation, then I would think twice before asking for your top secret algorithm.
#4845071 [DX9] frames per second
Posted by gsamour
on 05 August 2011 - 10:10 AM
EDIT: here's how...
D3DPRESENT_PARAMETERS d3dPP;
d3dPP.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
#4841282 Hi, I would like some advice on HLSL and textures
Posted by gsamour
on 27 July 2011 - 02:23 PM
In that case then, you'll be calling SetTexture on an effect instance similar to this:
pD3DXEffect->SetTexture(0, pTexture)
instead of on the device:
pD3DDevice->SetTexture(0, pTexture)
#4841274 Hi, I would like some advice on HLSL and textures
Posted by gsamour
on 27 July 2011 - 02:09 PM
Which engine are you using?
#4840251 custom build tool confusion
Posted by gsamour
on 25 July 2011 - 05:17 PM
Does it have a function called "main" ? The compiler is telling you that an entry point called "main" is missing. That's probably the default entry point. But I'm sure there's a way to provide an alternate entry point.
EDIT: looks like the way to provide an alternate entry point is:
/E <entry_point_name>
reference: http://msdn.microsoft.com/en-us/library/bb509709(v=vs.85).aspx
#4835527 [XNA] [HLSL] Tangents and Binormals
Posted by gsamour
on 14 July 2011 - 07:46 PM
http://www.terathon.com/code/tangent.html
#4834871 CUDA hello world MSVC
Posted by gsamour
on 13 July 2011 - 09:49 AM
http://llpanorama.wo...t-cuda-program/
It explains one solution to the "nvcc fatal: Visual Studio configuration file (null)" error. It has something to do with needing to make a 32-bit build on a 64-bit machine.
These might help too:
http://llpanorama.wo...da-gets-easier/
http://stackoverflow.com/questions/2970493/cuda-linking-error-visual-express-2008-nvcc-fatal-due-to-null-configuration
#4834870 CUDA hello world MSVC
Posted by gsamour
on 13 July 2011 - 09:43 AM
Also, I wouldn't say you've wasted your money... unless you're quitting after one simple error...
EDIT: sorry I didn't read the part about you compiling with nvcc... never mind. Will keep looking for solutions.
#4834000 Is depth buffer not working ?
Posted by gsamour
on 11 July 2011 - 03:45 PM
#4833876 Tracking Time
Posted by gsamour
on 11 July 2011 - 12:05 PM
[max LARGE_INTEGER value] - startFrameTime + endFrameTime
#4833831 Updating Texture Regularly
Posted by gsamour
on 11 July 2011 - 11:11 AM
Just to confirm... you create the texture once, then every frame:
1. Lock it
2. Update it
3. Unlock it
4. Bind it to render with it
just out of curiosity, what kind of updates are you doing to your texture?
#4832801 Help (understand) convert small vector code to C#
Posted by gsamour
on 08 July 2011 - 09:02 AM
http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml
syntax like comp.xxyz is special shader syntax that allows repeating vector components and allows swizzling components. In this particular case, comp.xxyz means that you have:
vec4(comp.x, comp.x, comp.y, comp.z)
#4832496 Animation
Posted by gsamour
on 07 July 2011 - 02:53 PM
EDIT: adding some helpful references ->
http://www.kreationsedge.com/?page_id=30
http://www.gamedev.net/topic/558936-vertex-shader-skinning/
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