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Member Since 15 Jul 2010
Offline Last Active Jul 30 2014 03:06 PM

Posts I've Made

In Topic: [Solved] Loading enemies method

27 December 2012 - 12:35 PM

It's hard to help you with the information you shared, what does the "The name content does not exist in current context" error message mean for example? Is it because the file wasn't found? I Assume that Graphics/Sprites/enemy is suppose to be a path to a file but it seems to be missing what format the file has.

Seems like I missunderstood the question!

In Topic: Creating a Game Engine - Where to Start

22 December 2012 - 07:28 AM

It should be mentioned that you should never load directly from .OBJ, .DAE, .FBX, etc. into your run-time.  These formats should be converted to your own custom formats and loaded into your run-time with your own custom loader.


Whats the reason to why you never want to do that?


I can recommend Assimp if you easily want to import many different model formats. Then once the models are imported you can easily export them to a custom format if you want.

In Topic: How to draw some objects "always on top"?

14 December 2012 - 12:46 PM

Using a D3D11_DEPTH_STENCIL_DESC with depth writes disabled does the trick. Something like this:

[source lang="cpp"] ID3D11DepthStencilState* EnableAllDSS; D3D11_DEPTH_STENCIL_DESC depthdesc; memset(&depthdesc, 0, sizeof(depthdesc)); depthdesc.DepthEnable = (BOOL) false; depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; depthdesc.DepthFunc = D3D11_COMPARISON_NEVER; depthdesc.StencilEnable = (BOOL) false; HR(device->CreateDepthStencilState(&depthdesc, &EnableAllDSS));[/source]

Then just set EnableAllDDS as the depth stencil state when rendering the axis arrows and reset it when done rendering them.

In Topic: Loading and caching resources

23 November 2012 - 06:47 AM

As Waterlimon said, you can add the dimensions to the string key, instead of only using the texture name.

The key could look something like this "texture.bmp 500 200".

In Topic: Network game design question

21 November 2012 - 04:05 PM

I see. Is it correct to say that it's a combination of method 1 and 2? Something like this:

1.) A client presses a key and an event is sent to the server. The server handles the event in it's own World class and the event is then broadcasted to all other clients. The other clients handles the event as well and updates their World.
2.) At a fixed time step the server broadcasts it World to all clients. If a position of an object on a client differs from the server by a certain value that position gets set to the servers.

Is it the step 2 that you sent 20 times per second?