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Saoblol

Member Since 23 Mar 2012
Offline Last Active Mar 22 2013 03:47 AM

Posts I've Made

In Topic: welcome to my game world

14 March 2013 - 07:52 AM

Looks cool, but once you start charging a single cent for it, Blizzard will sue you into outer space


In Topic: Black Mesa Source ready for release in 12 days

03 September 2012 - 02:22 AM

I just creamed my pants... been waiting for this for like 5 years!

In Topic: See through cubes

01 September 2012 - 04:04 PM

You already solved the problem, but just a side info of why this (probably) happened: SpriteBatch.Begin() sets the deptstencil state to something different, so you need to set it back to .Default after that.

In Topic: TCP messages not being sent

22 August 2012 - 02:53 AM

This is how I receive incoming data (also running in a thread)

	/// <summary>
	/// Read the incoming messages from the server.
	/// </summary>
	private void Read()
	{
	  while (true)
	  {
		this.CheckConnection();
		if (this.isConnected && this.tcpClient.Available > 0)
		{
		  string message = this.binaryReader.ReadString();
		
		  //Processing the message
		  //...
		}
		Thread.Sleep(33);
	  }
	}

In Topic: Ray Picking animated mesh

20 August 2012 - 01:45 AM

The transformed mesh is only temporarily created during the vertex shader, not in your game logic code where you do the picking. You will have to create the transformed mesh in your code to be able to pick it, but depending on the complexity of your animation and the amount of animated objects in your scene, this can use up a lot of processing power. If you got multiple objects (e.g. units on a battlefield) I would first do a picking via a normal hitbox, and then check for intersection with the detailed animated mesh.

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