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Illuminated

Member Since 26 Jan 2011
Offline Last Active Jan 11 2012 10:41 AM

#4900590 AABB Tests in D3D

Posted by Illuminated on 08 January 2012 - 03:42 AM

I am not sure why you are talking about planes in the AABB, since the bounding box is described by max and min point and if you have some rotations involved, between the objects you want to test for collisions, you will also need additional things. I will suggest you to check out http://www.toymaker.info/Games/html/collisions.html .
Also, please don't created two threads about the same thing. Thanks.


#4794185 Strange code used for Camera Class

Posted by Illuminated on 04 April 2011 - 07:30 AM

if nobody here answers to you you can check out frank d. luna's forum where he can directly answer to you.(he is the admin there)
link

Btw i am not sure for the DirectX10 version of his book, but in DirectX9 there is chapter where he uses 2 cameras(one for radar). So i guess he is making these things in advance.


#4793766 Loading non-humanoid objects as skinned mesh

Posted by Illuminated on 03 April 2011 - 02:31 AM

Ofcourse you wont load them as skinned meshes.
You can divide the mesh into subsets, from the program you are exporting models (like 3ds max).( By subset i mean different part of the vehicle ).
Then you can in your code control the subsets and for instance rotate the tires, which are different subset while moving the car.
Hmm i cant find decent tutorial only about this, but you can check out Introduction to 3D Game Programming with DirectX9.0c A Shader Approach
chapter 14. There frank loads all the subsets for one mesh and you will be closer to your goal.


#4793264 3 shader/effect file questions?

Posted by Illuminated on 01 April 2011 - 02:36 PM

Oh.. I think i got it.. though wouldn't the bigger green mesh cover the smaller one? How do you determine how the passes are.. eh.. blended?
Yeah particularly for this example must be set some values to cover him. Not sure, but i guess you have to disable Zbuffer for the first pass, but need to check it again.


#4793201 3 shader/effect file questions?

Posted by Illuminated on 01 April 2011 - 12:28 PM

passes are used to perform complicated stuff. I will give you just one example.
Imagine the outlined models in Left 4 Dead for instance. Allies are outlined with green if they are healthy and red if not and etc.
One way to acheive this is to render the animated model in first pass with textures, lighting etc. and in the second pass render again the model, but bigger and in green color and no texture.
The two passes will be combined and you will have your model outlined in green.


#4792317 where to go from here

Posted by Illuminated on 30 March 2011 - 02:01 PM

Hmm some people would argue with me, but i dont really think that java is language for game programming. Atleast it is not as popular as C++ or even C#.There are some books in amazon for java game programming you can check em out. Also there is api provided for creating 3d games with java - java3d and also java2d for 2d java games.I am sorry that i cant provide tutorials or something simply because i am more C++ fan.


#4787727 Newbie Seeking Guidance on DirectX

Posted by Illuminated on 18 March 2011 - 04:27 PM

lol i doubt you will find any good tutorial on directX11. Ofcourse you can try the examples from the sdk, but apparently microsoft isnt writting very good code in the examples or i just cant handle 1400 lines of code in single file :D. Nevermind i advise you to learn directx9, because it has so much books about it. So far i think that the Frank d. Luna book A shader approach or something is the best book out there and with it i made very good game so far. When you learn directx9 and some good directx11 books show up you can easily switch.


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