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Member Since 26 Mar 2013
Offline Last Active Aug 14 2016 11:04 AM

Posts I've Made

In Topic: Custom Gui Questions

03 August 2016 - 08:13 AM

I'll take a shot at a couple of your questions,


1. Whatever API you feel most comfortable with is the best API to use for GUI creation. Creating a GUI in Win32 can be a bit tiresome due to the age of the API, but everything you posted is well within the scope of the API. I may be mistaken, but most of the GUI libraries on the Windows platform build, and extend on the base functionality provided by Win32.


4. There are a few ways of doing it. You could dedicate a quad per letter, or you could try your hand at vectorized text.


5. How I normally do it is to render it last as you said. But then use a special pass through vertex shader that omits any special world space transformations, and keeps my HUD elements in NDC space. If your talking about GUI elements on monitors, and displays In Game. You may want to look into render to texture. 


Marcus Hansen

In Topic: Prevent Reassignment Of Handle

02 August 2016 - 07:54 PM

Well one thought comes to mind. In C/C++ you can define an objects assignment operator to be private. In angel script the syntax I pulled from their docs looks something like this:

obj@ opAssign(const obj &in other)
    // Do the proper assignment
    // Return a handle to self, so that multiple assignments can be chained
    return this;

So you could try something like this: (Treat this as psuedocode as I am not sure if the syntax is correct)

class myObj
    private myObj opAssign(const obj &in other) { return this; } 

I'm guessing for the most part here as to the functionality of the code I have just given you. Since I've never written a line of AngelScript ever before :P

I'm viewing this from a C++ perspective, but according to the docs, and what it seems your asking for is well within the scope of the language.


In case my explanation is not par, take a gander from where I sourced it.





Marcus Hansen

In Topic: Platform On A Pedastle Rotation

18 July 2016 - 08:58 AM

I'm using D3D11 for the Rendering API, and more relevant the DirectXMath header. Which i'm almost certain provides the helper functions for building, and manipulating quaternions for the sake of rotations.



presumably you are building a transform matrix from it all?


Yep, I have a simple setup so far. WorldMatrix is passed directly to the shader (simplifies for me at least a lot of calculations that require a worldspace transformation without having to undo a cpu side concatenation) and the view, and projection matrix I concatenate together, and send in separately.


I knew of quaternions, however, only in the realm of skeletal animation as using very little space, and being very efficient. The only reason I've never used them is due to me finding other means of mesh animation (vertex interpolation), and just not ever tackling them. But, i'll change that. Once I get the euler angle version working, i'll tackle the quanternion version.


Marcus Hansen

In Topic: Platform On A Pedastle Rotation

18 July 2016 - 07:17 AM

Your right on the Money! I did some follow up notebook paper math, and if my memory/skill serves me, this will work perfectly.

The axis would be a vector from my players up vector, and his current direction (As gauged by his position in the world, relative/subtracted by the center of the "platform").


length would scale my maximum allowable angle, and be divided by the radius.



Is it only euler angles you have access too?


It's what i'm using due to familiarity. (I had to google what you meant tbh, to realize you were referring to what I refer to as (perhaps incorrectly) 3d Cartesian rotation) What would be the other option quaternions?


Not trying to sound like a layman. It's been awhile since I have done anything outside of subnet math. Heck, my vector algebra may be slipping again :P


Marcus Hansen

In Topic: Starting my new game JS HTML

13 July 2016 - 04:42 PM

It's a start.


Insofar as your language choice, c/c++ isn't a prerequisite for game development at all, so don't feel pressured to learn something you don't feel your ready to undertake. Javascript is an excellent choice for browser based games, and to my knowledge that most used one for interfacing with Browser Based 3D API's such as WebGL.


Also no matter what language you choose usually the same schematics are employed for a Games underlying structure. That is, the game loop. The game loop is a conditional loop that performs all of the games necessary functions until a condition is met that ends the application lifecycle.


Kinda like this:

While (GameState != APP_CLOSE) do

Marcus Hansen