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stuted

Member Since 25 Mar 2012
Offline Last Active Feb 13 2013 06:18 PM

Topics I've Started

Tools fitting my project

13 February 2013 - 01:47 PM

Hey!

I would like to ask a simple question. Let me tell you my situation. I am willing to use UDK, for developing a game creator game actually. So I would like to simplify the toolset of the editor. I would like to simplify the user-interface of the editor. Can it be done with UDK?

Thanks in advance


Beginner doubts

17 August 2012 - 06:48 AM

Hi,

I don't want to take your time long, so I'm putting this straight away. I am looking for an engine I can script with C++ if possible, or is visually scriptable (I think something like the CryEngine 2 Editor's Node Graph). It should have physics, that is capable of visualising real-time destruction, like in Red Faction Guerrilla, or the FrostBite E.
I want to script it to generate random terrain if it is told to do so. Being able to screen good graphics would be also a point.
The reason I post this question is because, I feel insecure which engine should i use, it would be such a let down if I learnt an engine that is no use for me.

So all in all, which Engine should I use, for developing an FPS game, that is capable of such things?

Thanks in advance

Making up a project

25 March 2012 - 02:45 PM

Hi,

let me get straight to the point. I have been reading for a while now the tutorials at a website, i don't know if its allowed to link it. Anyway, i got a code, and i was trying to put it in a class for easier use later, and for the practice. Here is my code as yet:

#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_NORMAL)
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
class dxClass
{
    public:
    dxClass(void); // cs mutatóba, semmit nem csinál
    ~dxClass(void);//hát ez se csinál semmit, de ki tudja mit hoz a jövő
    void initD3D(HWND hWnd);
    void render_frame(void);
    void cleanD3D(void);
    void init_graphics(void);
    void init_light(void);
    void nullVBuffer(void);
    void nullIBuffer(void);
    private:
    LPDIRECT3D9 d3d;
    LPDIRECT3DDEVICE9 d3ddev;
    LPDIRECT3DVERTEXBUFFER9 v_buffer;
    LPDIRECT3DINDEXBUFFER9 i_buffer;
    struct CUSTOMVERTEX {FLOAT X, Y, Z; D3DVECTOR NORMAL;};
    protected:
};
int WINAPI WinMain(HINSTANCE hInstance,
				   HINSTANCE hPrevInstance,
				   LPSTR lpCmdLine,
				   int nCmdShow)
{
    HWND hWnd;
    WNDCLASSEX wc;
    dxClass dxc;
    ZeroMemory(&wc, sizeof(WNDCLASSEX));
    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.lpszClassName = "WindowClass";
    RegisterClassEx(&wc);
    hWnd = CreateWindowEx(NULL, "WindowClass", "DX9 interface",
						  WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
						  NULL, NULL, hInstance, NULL);
    ShowWindow(hWnd, nCmdShow);
    dxc.initD3D(hWnd);
    MSG msg;
    while(TRUE)
    {
	    while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
	    {
		    TranslateMessage(&msg);
		    DispatchMessage(&msg);
	    }
	    if(msg.message == WM_QUIT)
		    break;
	    dxc.render_frame();
    }
    dxc.cleanD3D();
    return msg.wParam;
}
dxClass::dxClass(void)
{
}
dxClass::~dxClass(void)
{
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
	    case WM_DESTROY:
		    {
			    PostQuitMessage(0);
			    return 0;
		    } break;
    }
    return DefWindowProc (hWnd, message, wParam, lParam);
}
void dxClass::initD3D(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth = SCREEN_WIDTH;
    d3dpp.BackBufferHeight = SCREEN_HEIGHT;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
    d3d->CreateDevice(D3DADAPTER_DEFAULT,
					  D3DDEVTYPE_HAL,
					  hWnd,
					  D3DCREATE_SOFTWARE_VERTEXPROCESSING,
					  &d3dpp,
					  &d3ddev);
    init_graphics();
    init_light();
    d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE);
    d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);
    d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50));
    //d3ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
void dxClass::cleanD3D(void)
{
    v_buffer->Release();
    i_buffer->Release();
    d3ddev->Release();
    d3d->Release();
}
void dxClass::render_frame(void)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->BeginScene();
    d3ddev->SetFVF(CUSTOMFVF);
    D3DXMATRIX matView;
    D3DXMatrixLookAtLH(&matView,
    &D3DXVECTOR3 (0.0f, 8.0f, 25.0f),
    &D3DXVECTOR3 (0.0f, 0.0f, 0.0f),
    &D3DXVECTOR3 (0.0f, 1.0f, 0.0f));
    d3ddev->SetTransform(D3DTS_VIEW, &matView);

    D3DXMATRIX matProjection;
    D3DXMatrixPerspectiveFovLH(&matProjection,
							   D3DXToRadian(45),
							   (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT,
							   1.0f,
							   100.0f);
    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
    static float index = 0.0f; index+=0.03f;
    D3DXMATRIX matRotateY;
    D3DXMatrixRotationY(&matRotateY, index);
    d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY));
    d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
    d3ddev->SetIndices(i_buffer);
    d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);
    d3ddev->EndScene();
    d3ddev->Present(NULL, NULL, NULL, NULL);
}
void dxClass::init_graphics(void)
{
    CUSTOMVERTEX vertices[] =
    {
	    { -3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
	    { 3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
	    { -3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
	    { 3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
	    { -3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
	    { -3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
	    { 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
	    { 3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
	    { -3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
	    { -3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
	    { 3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
	    { 3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
	    { -3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
	    { 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
	    { -3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
	    { 3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
	    { 3.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
	    { 3.0f, 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
	    { 3.0f, -3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
	    { 3.0f, 3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
	    { -3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
	    { -3.0f, -3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
	    { -3.0f, 3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
	    { -3.0f, 3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
    };
    d3ddev->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX),
							   0,
							   CUSTOMFVF,
							   D3DPOOL_MANAGED,
							   &v_buffer,
							   NULL);
    VOID* pVoid;
    v_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, vertices, sizeof(vertices));
    v_buffer->Unlock();

    short indices[] =
    {
	    0, 1, 2,
	    2, 1, 3,
	    4, 5, 6,
	    6, 5, 7,
	    8, 9, 10,
	    10, 9, 11,
	    12, 13, 14,
	    14, 13, 15,
	    16, 17, 18,
	    18, 17, 19,
	    20, 21, 22,
	    22, 21, 23,
    };

    d3ddev->CreateIndexBuffer(36*sizeof(short),
							  0,
							  D3DFMT_INDEX16,
							  D3DPOOL_MANAGED,
							  &i_buffer,
							  NULL);
    i_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, indices, sizeof(indices));
    i_buffer->Unlock();
}
void dxClass::init_light(void)
{
    D3DLIGHT9 light1;
    D3DMATERIAL9 material;
    ZeroMemory(&light1, sizeof(light1));
    light1.Type = D3DLIGHT_DIRECTIONAL;
    light1.Direction = D3DXVECTOR3(-1.0f, -0.3f, -1.0f);
    d3ddev->SetLight(0, &light1);
    d3ddev->LightEnable(0, TRUE);
    D3DLIGHT9 light2;
    ZeroMemory(&light2, sizeof(light2));
    light2.Type = D3DLIGHT_DIRECTIONAL;
    light2.Diffuse = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
    light2.Direction = D3DXVECTOR3(1.0f, -0.3f, -1.0f);
    d3ddev->SetLight(1, &light2);
    d3ddev->LightEnable(0,TRUE);
    ZeroMemory(&material, sizeof(D3DMATERIAL9));
    material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
    material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
    d3ddev->SetMaterial(&material);
}

I guess you have seen this code, because of the source. My question is, into how many files should i split up this file, and what should be those's content.

Thanks in advance.

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