Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Hawkblood

Member Since 21 Jan 2013
Offline Last Active Yesterday, 03:03 PM

Posts I've Made

In Topic: [updated]: Make certain objects arrive in the scene (a lorry)

24 June 2014 - 12:49 PM

There are plenty of timer examples out there. All you need is to decide on a "normal" time each truck arrives and add/subtract some random value from the time. When that time is reached in your game loop, send in the truck (lorry). You don't need to make this any more complicated with simulation libraries.....

In Topic: Pseudo 3D hills

23 June 2014 - 08:47 AM

I don't know about GLBasic, but I can give it a shot (generally). Is it gittering as you move or is it doing it constantly? I would make sure you are doing all the position updates at the same time. For instance, if your road "position" is relative to the terrain, you should update the terrain's position BEFORE updating the road. If you use the "old" position for the terrain to update your road, you would see the road "gitter" depending on camera movement.

In Topic: Chosen polygon for bullets in fps game

23 June 2014 - 08:32 AM

Bullets are small objects and are imperceptible by the human eye at normal speeds. There is no need to have a complex object to represent a bullet unless you are doing a "slo-mo glam shot". I would use a simple box for tracer rounds and nothing for normal rounds (rendering purposes only). The "tracer" box should be a specific size in two of the axis' and scaled in the other to represent the distance traveled between frames. For collisions, I would simply use line segment collision frame-to-frame.

In Topic: DirectX

23 June 2014 - 08:20 AM

I don't know if someone has mentioned this, but there should be several example programs in the DXSDK folder (where ever you installed it). Also, here is a link to really good tutorials: DX9: http://www.drunkenhyena.com/cgi-bin/dx9.pl DX11: http://www.rastertek.com/tutindex.html

In Topic: Why does game GUI have to be rectangles?

30 May 2014 - 10:27 AM

Locking even a single bitmap each frame can cost you precious ticks. Your button will be an image of the button with transparency values. Lock it once when you load it, check the alpha of each pixil, and set an array of bytes (same diminsions as the image) to either 0 or 1, then use that array as a check for "is it on the button"......

PARTNERS