Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 06 Oct 2010
Offline Last Active Nov 21 2015 12:44 PM

#5132964 Bone Importing Basics

Posted by ryan20fun on 20 February 2014 - 08:27 AM

What do you mean by the "intersection point"? Remember, each "bones" is really a matrix, or a set of scale-rotation-translation data.

He probably means the point where the child/parent bone connect, Much like an armature from blender or max.

#5123488 ConLangs (Constructed Languages, Language Creation)

Posted by ryan20fun on 13 January 2014 - 11:53 PM

So how is it going ?


Can you give any tips ?, As i've looked at The language Construction Kit and don't understand a lot of it, Proberbly need to google the terms a bit more :(

And have you looked at other conlangs ?


I'm interested in the use of conlang's for alien species, As it would be nice to not have all species speaking english( like in mass effect ), But will probably with some type of "universal translater" for the player like in star trek )


Good luck with your conlang!

#4855830 C++ int beyond 2,147,483,647?

Posted by ryan20fun on 31 August 2011 - 05:49 AM

btw, is "log long" supposed to be "long long"? thought we were gonna use logarithms hehe.

Yes, it was most likely just a typo on his part; it's supposed to be "long long".

Yes, it was supposed to be long long.
will correct it now.

#4855788 C++ int beyond 2,147,483,647?

Posted by ryan20fun on 31 August 2011 - 01:57 AM

Hi, out of curiousity, is it possible for a C++ integer (or long integer according to what i read) to go beyond 2,147,483,647?

How do i attain it? do i need a certain library or piece of code to make it possible?


yes "long long" / "__int64" although the latter is compiler/OS/vendor specifiec as far as i know
they go from –9,223,372,036,854,775,808 to 9,223,372,036,854,775,807
and uses 8 bytes.
big enough for you ?
check out this

#4851686 Sprites and D3D9

Posted by ryan20fun on 20 August 2011 - 12:45 PM

1. I've noticed that the texture is scaling to the closest 64x64, 128x128, 256x256, 512x512, 1024x1024 etc. If my texture is 300 in height, it's going to be scaled to 512 in height. Can I disable this somehow?

it depends, does the card support non power of two textures ?
if so you can manually specify the x and y size, its what i do.

2. What do you think is better? Using Sprites or setting up vertices?

i would vote sprites for now, i think if you are going to upgrade to D3D10 / 11, it might be easier to use vertices and rotate them manually etc.
because from D3D10, Microsoft dropped the fixed function pipeline.

@ryan20fun: Ok, I've checked the Debug Runtime Version. Should I do anything with the Debug Output Level?

the more debug out put D3D will Do.
if you select the highest out put, you will get mesages for everything you did wtong, and forgot to do.

Where will I find this debug help in Visual Studio when I work?

D3D will output the info to the "Output" Window, the one that tells you X has been compiled.

#4851599 Sprites and D3D9

Posted by ryan20fun on 20 August 2011 - 08:15 AM

What header do I have to include to use TDWORD and wstring? Also, I've checked for null values with if statements but didin't find any.

Regarding the Debug Runtimes. This is the window, but now I don't know what to change? Your path worked untill this window :P
Posted Image

@Aerodactyl55: I'm calling it?

Graphics::Graphics(HWND hWnd)
	d3d = Direct3DCreate9(D3D_SDK_VERSION);

	ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS));

	d3dpp.Windowed   = true;
	d3dpp.SwapEffect  = D3DSWAPEFFECT_DISCARD;
	d3dpp.hDeviceWindow  = hWnd;
	d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
	d3dpp.BackBufferWidth = 1280;
	d3dpp.BackBufferHeight = 800;

	D3DXCreateSprite(d3ddev, &sprite);


Thank you btoh for helping me appreciated :)

you need to select the "Use The Debug Version Of Direct3D 9"

#4851361 Sprites and D3D9

Posted by ryan20fun on 19 August 2011 - 02:11 PM

it would be quicker to set a break point and copy the value of the HRESULT and look it up in the DirectX Error Lookup tool / google.

Sorry, but, how do I set a break point? And how can I copy the value of the HRESULT? Sorry, but I've never done this before, first time I even hear about it :/

to set a break point( in VS ) click in the light brown line on the left of the code page, or there should be a add break point here button
when the break point hits, hold the mouse over the hresult and a little box should pop up, select the text in there and copy it.

#4846846 Ambient occlusion simulation for AAA projects

Posted by ryan20fun on 09 August 2011 - 01:44 PM

hardcoded into Crytek engine.

and what makes you think that it is hardcoded ?

#4846578 Ambient occlusion simulation for AAA projects

Posted by ryan20fun on 09 August 2011 - 02:07 AM

It is true what everything above has been said.
I did tried the same thing with my shadow mapping algorithm (CSSM) and got the same response...
I've pitched idea to Crytek and instead of showing interest for the algorithm, Cevat Yerly replied with the yob offer (witch I ended up declining because working on technology that is more inferior than my home projects for mire 4.5K euros a month would probably drove me insane - it would be a waste of my time).

The thing is I want to share my algorithms with the rest but it is getting so darn hard to public them (my old mentor is helping me rewrite them properly).
Basically for the PHD you only need three mayor papers so it would be a shame if I just release them without profiting in ECTS points.

you declined to work at the company thatmade the Crysis series :o ?
im pretty shure they have very sophisticated thechnology.
i would have accepted.

#4846246 How do you create a Win32 window from Console Application?

Posted by ryan20fun on 08 August 2011 - 10:46 AM

they could have attached a Console Window to a Win32 App.

#4842510 [DX8] library for D3DX functions

Posted by ryan20fun on 30 July 2011 - 07:20 AM

Please don't answer me to upgrade to directx9, i need to use version 8.

then can i ask, why do you need DX8 ?

#4835720 Cross-Platform Help Files?

Posted by ryan20fun on 15 July 2011 - 11:01 AM

what about as HTML file(s) ?
theve gotta have some type of web browser installed, dont they ?

#4835624 out with the new in with the newer

Posted by ryan20fun on 15 July 2011 - 04:00 AM

Because it looks more like facebook this way, right? Posted Image

ahh, so now i can seamlessly switch between FaceBook and GameDev.net

Aww... Posted Image I liked being able not to like...

in some instances, yes i did like to not like a post.

#4835603 out with the new in with the newer

Posted by ryan20fun on 15 July 2011 - 02:26 AM

Hi All.
i just noticed that the Like and Dislike buttons have been replaced by a "Like This" button (must have been changed sometime between last night and this morning GMT+2)

i joined last year, and there was the feedback thingy wich had multiple options, then it changed to a like / dis like this option, and now it is a like this button.

why the change ?

#4833641 DX11 D3D_FEATURE_LEVEL_9_3 and Win XP

Posted by ryan20fun on 11 July 2011 - 02:57 AM

moderaters etc, can you please delete this thread as it contains no info.
other then me remembering DX11 supported platforms.