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Member Since 06 Feb 2011
Offline Last Active Today, 03:26 AM

Posts I've Made

In Topic: Direct3D don't draw my vertices

26 September 2014 - 05:50 AM

Well still use the debugger to validate the memory contents your passing to D3D, and that it matches up with other values (total size, stride, vertex count, etc.). If adding a constructor broke it, then the array contents is pretty likely to be the source.

In Topic: simple crafting system

26 September 2014 - 04:49 AM

If your relying on the players to put inputs into some sort of slots, I think your basically stuck with a wiki or in game browser. Personally I have always gone with having the crafting system work by just displaying the list of known recipes (possibly grouped) with an indication (e.g. highlighting) of what is currently possible. The user simply clicks on the things in this list to craft them (there is some more complexity with crafting stations that are not instant, but I still display the list on the ui screen).

In Topic: New Resource for Free Music

22 September 2014 - 12:06 PM

Just came across this and looks great. Some thoughts though:


  • Some of your lists are now fairly long, and as you said yourself, many are suitable for other types of things. It would be great if they could be tagged and searched for (I don't know what WP has, might even be a plugin for it). e.g. sad/happy/scifi/short/long/etc
  • ogg/vorbis rather than just mp3 would be nice (since I for one only implemented that decoder, not mp3, and I personally dislike converting anything from one lossy format to another), and maybe ogg/flac

In Topic: Direct3D don't draw my vertices

22 September 2014 - 06:37 AM

Use the debugger to check the contents of the array your passing to D3D (e.g. put a breakpoint just after you assign stuff so you can look at the contents). I don't know what IDE your using, but you should be able to find an introductory tutorial for it.


Also that "SimpleVertex(XMFLOAT3)" as shown is wrong, your not actually assigning the value.

In Topic: simple crafting system

22 September 2014 - 02:25 AM

Look at 3 & 4 again...

//C#, compare by type, e.g. Rock == Rock, but Rock != Twig
typeof(slot.Item) == typeof(item.Item)

and like I said, the look logic is wrong as well.


Id suggest making an "int Inventory.GetCountOf(Item item)" to get how many of a given item is in the inventory, test that, once you are sure that works, use it to implement CheckForItemsNeeded with a single loop.