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Member Since 25 Jul 2010
Offline Last Active Feb 02 2014 01:05 PM

Topics I've Started

Collision Detection help for the self taught idiot...

05 December 2012 - 08:35 AM

Hi all,

I'm writing a basic Gravity Force 2 clone where players fly a ship around a level, fighting gravity and themselves.

I'm self taught and am learning what I need when I need it. So now I'm needing to learn basic collision detection.

Currently you can fly the ship around the map but you can go past the edges. The map is made up of large blocks (half the size of the players ship) and the player can (eventually) destroy them if they hit it hard enough and shoot them. But of course this doesn't work at the moment hence why the player can just fly for an eternity...

But how do I perform collision detection? Now since I am a total beginner please assume that I know very little of the mathematics behind this, as I said I'm teaching myself as I go. Unfortunately I'm one of those people that learns best by getting stuck in, making mistakes and then climbing out of them again.

So how do I perform basic collision detection (on basic geometric shapes) and what should I study up to understand these concepts?

Thanks for the help everyone!


Classes calling each other

05 December 2012 - 06:34 AM

Hi all,

Having a problem with my coding...

I'm trying to get classes to talk to each other freely. For example my player class must be able to speak to my weapon class. Weapon has to be able to talk BACK to player class to check for ordnance collisions and stuff (FYI haven't got a clue how to do that yet, but paving the way!).

Now I've tried setting up pointers for weapon class inside the player class OR vise versa... which is fine, this works. However as soon as I try to set up a pointer in BOTH classes to talk to each other it won't compile.

I've tracked this problem down to the fact that I can't have the following due to recursive includes (is that what it's called?)
[source lang="cpp"]// Filename: playerclass.h.#include "weaponclass.h"class PlayerClass{//blah blah blahprivate: WeaponClass* weapon;};[/source]

[source lang="cpp"]// Filename: weaponclass.h.#include "playerclass.h"class WeaponClass{//blah blah blahprivate: PlayerClass* player;};[/source]

Is there way to do this without the compiling errors?

I have though of have a class that works as a communicator with the others. Maybe implementing this into the engineclass, but I wasn't sure if this is classed as good practice...

Any help would be greatly appreciated...


Level coding - voxel based(?)

05 December 2012 - 06:24 AM

Hi all,

This is my first technical post so please bear this in mind.

My second game (although it's gonna be a long term thing for me) is a clone of the old Gravity Force 2. Although with my own flavour of course.

I'm doing this is basic DirectX11 (not even bothering with textures yet) but I'm not sure how to implement a destructible landscape.

PLEASE NOTE that I am teaching myself and have no cash - so can only hire out books from the library...

My current thought is have a minecraft-esque visual theme to the landscape - blocks that can be destroyed. But I'm unsure how to implement this properly. I've so far got a multiD boolean array 250*250 (totalling 62,500 pieces). For every frame I've been going through the array and seeing if a block is there or not and then simply updated the constant buffer and display respectively.

I originally tried this with a 100*1000 array (100,000 pieces) but this caused drastic slowdown of the frame rate. And I'm only drawing a cube for each block and the basic triangluar player ship.

My question is this;

Is this kind of thinking valid? Is there a better way to achieve a similar result?

Many thanks for the assistance all.

What's the view of using an engine over writing it all yourself?

17 November 2012 - 06:21 AM

Hi all,

I'm having trouble (still - if you've read any of my other posts/questions) writing my first game.

It's using DirectX11 (very basic atmo, not even textures until I get Frank D. Luna's book) and C++. I'm aiming for a multiplayer version of the old "Gravity Force 2".

However I am not a university graduate, I'm on long-term illness benefits so can't afford all the books (£200 just for the first few...) and currently have no internet... So I'm finding it slow going at the moment to say the least.

My question is this:
I know that if I write it all myself I will get a better understanding of how the parts work together BUT I would like to know what the profeesional's opinion is of using a ready-to-go engine as opposed to writing one myself?

There are several different ones out there that have caught my eye (unity being one, gonna look into panda3d too). But if it's recommended to persevere with hard-coding it all myself then I will continue as I am going.

A second question is this:
If I put my own project on hold (it's only me coding it so I am finding it hard) where can I go to join other simple basic projects where I can continue to learn and gain experience? I wouldn't want to hold a team back from their goal but feel I need direction until I'm firmly on my feet. And I feel that working in a team is the best way to go about this.

Again I always listen to all advice!

many thanks.


Good Books?

29 October 2012 - 06:21 AM

Hi all,

I've been trying to teach myself DirectX11 and have been struggling with it. I've gotten stuck on the tutorials (braynzarsoft and rastertek) where it comes to rendering Text.

It seem that DirectX11 has no EASY way of rendering text to the screen. And since I'm just starting off in Games programming this has become a wall for me.

I feel that to understand how to program games I should understand the basics of the API, then put together a demo using others aspects which I must learn (sound, timing, network etc).

I have since read that OpenGL 4.3 has a much easier to use text rendering system. Even though the drivers aren't out for it yet.

Basically I would like to know if there are any books that could be recommended for learning what I need to use OpenGL (with text) or DirectX11 (with text) to a stable yet basic degree?

Also are there any books that cover the basics of networking, timing (is it Finite State Machines?), sound etc.?

I know aobut the Gems books - but for the whole set that's gonna be a lotta dough I'm gonna have to fork out... :(

Anyway I would appreciate and recommendations.

Many thanks,