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Member Since 23 Jan 2011
Offline Last Active May 31 2014 08:46 PM

Topics I've Started

Are there any college courses for creating physics engines?

17 December 2012 - 02:27 AM

I recently learned OpenGL and tried programming my own collision algorithms but am having too much trouble trying to figure it out on my own. I could get 2D circular collision detection working easily but I had too much trouble programming an organized structure that included sweep testing. Are there any online college courses that would teach you how to write your own physics/collision algorithms for games/applications?


Geometric Collision Book?

21 January 2012 - 10:22 PM

Hey, I was wanting to buy a book to learn more about collision, but I'm not sure which one I should get. Any recommendations?

I was looking at Computational Geometry: Algorithms and Applications but I wasn't sure if it would go over the things I needed.


01 May 2011 - 03:47 PM

I am creating a game with DirectX 9 and I was wondering if I should use .png or .dds for the texture format. I have a background texture that is 0.5 mb in .png format and about 8.5 mb in .dds format.

File iostream question

15 April 2011 - 01:24 PM

I am creating a program that will load data from a .dat file to multiple vectors inside the program.

But my question is, when I'm reading from a file, what would be the easiest way for me to skip lines or go to the previous line? I tried looking on Google but I couldn't get anything from there to work.

Movement speed

29 March 2011 - 12:19 PM

I created a program in Direct3D 9 that moves a cube across the screen. It works perfectly fine except when I lower the frame rate it moves much slower. Which makes perfect sense because it's moving 2 units per a frame. How could I make the cube move smoothly based on time? I tried using the timeGetTime(); function but it was still moving slower when the frame rate was slower.

			if(LookRight == true)
				// Movement timing
				// Moving is false by default
				if(Moving == false)
					startTimeMovement = timeGetTime();
					finishTimeMovement = startTimeMovement + 1;
					Moving = true;
				currentTimeMovement = timeGetTime();
				if(Moving == true)
					if(currentTimeMovement > finishTimeMovement)
						// Move
						xPos = xPos + 2.0f;
						// Set up for next movement
						Moving = false;