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Beem

Member Since 19 Oct 2002
Offline Last Active Nov 18 2012 11:43 PM

Topics I've Started

Check Out This Awesome C++ Lesson

18 November 2012 - 07:45 PM

I taught my friend C++ over Steam chat, here's how it went.. Enjoy.

5:37 PM - Jack: Also you need to put semicolons all over the place.
5:37 PM - Jack: There's not much ryhme or reason as to where you put them, but trsut me, you need them.
5:39 PM - Scamster: Posted Image
5:40 PM - Jack: Whenever some comes to me and says their game is broekn, I tell them it's probably a semicolon, and it almost always is.
5:40 PM - Jack: No why I say there is no rhym or reason is because...
5:40 PM - Jack: class SomeClas { }; <= needs semicolon
5:40 PM - Jack: but
5:41 PM - Jack: namespace SomeNamesapce {} <= doesn't ened semicolon.
5:41 PM - Jack: And...
5:41 PM - Jack: switch(somevalue){} <= doesn't need semicolon.
5:41 PM - Jack: but.
5:41 PM - Jack: enum SOMENUM{}; <= needs semicolon.
5:41 PM - Jack: Also
5:41 PM - Jack: for(int i=0; i<3; i++){} <= has semicolons in weird places, but doesn't need one at the end.
5:42 PM - Jack: What's alright though is if you add a semicolon where you don't need one, in many cases it's okay.
5:42 PM - Jack: not the namespace one thugh.

Professioal Game Development and D3DX

30 April 2008 - 08:02 AM

Do professional game developers use the D3DX library? Particularly the math library, and texture loading functions? I've been developing a demo engine, and I've programmed my own math library (using SIMD instructions) and texture loading methods, but this all seems like a waste as most of the stuff is just a duplication of functions that are already available in the D3DX library anyway, I understand that there is a similar library available in the OpenGL SDK as well. So I'm wondering if all my programming has been a waste (besides the practice) or if professional game developers use the D3DX library to save time?

DRM Removal

03 February 2008 - 10:57 AM

Hello, I'm getting ready to format my hard drive and reinstall the operating system. However, I have purchased quite a bit of DRM protected music in WMA format. Previously I was able to back up my DRM licenses and restore them through Windows Media Player, but this no longer seems to be an option in WMP11. In the past I have burned my DRM files to audio CDs and then ripped the CDs, but I have noticed that the audio quality is noticeably degraded when I do this. I am wondering if there is any way I can remove the DRM protection without loosing audio quality. Also I am currently running Windows XP Pro, but through my College Microsoft provides software for free so I also have the option of Windows Vista Business Edition. My computer is about two years old, running a Pentium D @ 3200 Ghz, 2GM RAM, Geforce 7600 (512MB) video card. If I do install Vista will it the performance be seriously degraded, and is there any reason to use vista (my Geforece 7600 is DX9, so I'm not sure if DX10 is going to matter at this point)? Any advice would be appreciated. Thanks.

Smooth Collision Question

25 June 2007 - 06:58 AM

Hello,

I have finally gotten far enough in my game engine development process to deal with objects colliding against the world. My concern was smooth movement when an object collides with a world surface. Unsure of what to search for on the internet, and a review of my mathematic books revealing nothing, I ultimately decided upon referring to the Quake 3 source code and I found the following:

void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) {
	float	backoff;
	float	change;
	int		i;
	
	backoff = DotProduct (in, normal);
	
	if ( backoff < 0 ) {
		backoff *= overbounce;
	} else {
		backoff /= overbounce;
	}

	for ( i=0 ; i<3 ; i++ ) {
		change = normal[i]*backoff;
		out[i] = in[i] - change;
	}
}



"overbounce" was typically set to 1.001f when the function was called. "normal" is the the normal vector of the plane that the object is colliding with, "in" is the velocity of the the object, and "out" is the vector that should represent the adjusted velocity of the colliding object.

By modifying this code to work with the design of my engine I have achieved the desired effect of smooth movement against surfaces.

My question is this: What exactly is this code doing? Can anyone explain it to me or point me to a reference that explains why this solution does what it does. I mean I'm satisfied with the results, but I would like to know why it works.

Peace Out.

Ugly Lighting

23 June 2007 - 07:37 AM

Hello, I am currently experiencing some very ugly lighting using Direct3D 9. I am using a D3DTS_WORLD transform to both transform and SCALE a mesh. I capitalize the world scale because that is where my ugly lighting is showing up.

Here is the mesh as it is lit when it is scaled (notice the sort of jagged lighting on the character's back):

Here is the mesh not scaled:

The lighting is much more smooth when the world transform does not scale the mesh.

Here is what I'm doing to set up the world transform:

D3DMATRIX matScale, matTrans;
D3DXMatrixScaling(&matScale, SCALE_FACTOR, SCALE_FACTOR, SCALE_FACTOR);
D3DXMatrixMultiply(&matTrans, &matScale, &m_matOrient);
m_pDevice->SetTransform(D3DTS_WORLD, &matTrans);

Any help as to what my options are to get the lighting to look more uniform when the mesh is scaled would be appreciated.

Peace Out.


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