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Member Since 01 Nov 2002
Offline Last Active Jun 11 2016 12:22 AM

#5288217 open source x file format library

Posted by on 22 April 2016 - 06:15 PM

i remember reading about this


#5155890 Why does game GUI have to be rectangles?

Posted by on 25 May 2014 - 11:12 AM

Why does game GUI buttoins have to be rectangles?, why cant they be abnormal shapes?

#5153375 Rendering an FPS weapon

Posted by on 13 May 2014 - 01:23 PM

This is what i am usng to render my fps weapon type camera


The inverse of the view matrix * translation(0,0,2)

Is this the correct way or is there another way to achieve the effect?

#5147605 Writing model 3D Model data to a new file as a new format

Posted by on 17 April 2014 - 05:08 AM

I am just wondering if its possible to write 3d model data to a file,instead of directly working with md5 files i would like to convert to my own format,the information i want to write to the file are vertices,normals,vertex weights,texture coords,so far i have written the model data to a text file but now i would like to write it to my own file format using fopen,fwrite as binary data, or should i stick to just md5 files in the game directory?

#5117180 Problem with .X format

Posted by on 15 December 2013 - 04:16 PM

Can you post your (rendering) code?
Maybe it's your textures that are not being used, or weird lighting effects


void CMeshInstance::Render( LPDIRECT3DDEVICE9 pDevice )
    if ( pDevice && m_pMesh )
        pDevice->SetTransform( D3DTS_WORLD, GetTransform() );
        DWORD numMaterials = m_pMesh->GetNumMaterials();
        for ( DWORD i = 0; i < numMaterials; i++ )
            pDevice->SetMaterial( m_pMesh->GetMeshMaterial( i ) );
            pDevice->SetTexture( 0, m_pMesh->GetMeshTexture( i ) );
            m_pMesh->GetMesh()->DrawSubset( i );

#5117071 Problem with .X format

Posted by on 15 December 2013 - 06:49 AM

 I am following this tutorial




What i am trying todo is add my own model instead of a box,i exported a model fine from 3dsmax to .x and test in the .x viewer it apears fine,when it comes to loading my model in the frustrum demo, the model is apearing with no details, just white and unnatrual, i dont know what the problem is.


I am using this exporter , http://www.cgdev.net/download.php for 3dsmax 2011 64bit


Thanks if you can help

Attached Thumbnails

  • moniter.jpg
  • viewfrustrumdemo.jpg

#5098143 Rendering only what the camera see

Posted by on 01 October 2013 - 03:14 PM

This sample is perfect for what you want todo 


#5090646 Blending Two Animations

Posted by on 31 August 2013 - 01:45 PM

Oh great i didnt know about this exporter,seems like its updated alot to thanks for the info


This is the perfect book for you,there is source code on the website i just remebered it :)



#5079626 Exporting to .x with cvxporter_1.3 (Maya)

Posted by on 22 July 2013 - 12:06 PM

I have a rigged,animated 3D model in .fbx format,i want to convert to .x format but its not letting me add tracks,when I type the track name in the box the text is just disappearing,has anyone had this problem?


#5050552 My dream mmo

Posted by on 06 April 2013 - 04:41 AM

I was thinking if you could breed in an online game and actually see the womans stomach get bigger and stuff , and the pregnancy would be 9 months in game time , then after the baby is born you would be able to teach it stuff and watch him or her grow , it sort of would be like a family mmo where the server holds all the family information but there would be the case where you have to survive , such as killing animals and cooking them , defending your home from other players , that would make amazing gameplay and if i knew enough about programming i would certainly like to see it become a reality on my screen.

#5050525 I need some DirectX 11 code converted to DirectX 9

Posted by on 06 April 2013 - 01:24 AM

i am not sure where to start on converting this camera code to directx 9 , would it be possible for someone todo it for me


void UpdateCamera()


    // Rotate target around camera

    /*camRotationMatrix = XMMatrixRotationRollPitchYaw(camPitch, camYaw, 0);

    camTarget = XMVector3TransformCoord(DefaultForward, camRotationMatrix );

    camTarget = XMVector3Normalize(camTarget);*/

    /*XMMATRIX RotateYTempMatrix;

    RotateYTempMatrix = XMMatrixRotationY(camYaw);

    // Walk

    camRight = XMVector3TransformCoord(DefaultRight, RotateYTempMatrix);

    camForward = XMVector3TransformCoord(DefaultForward, RotateYTempMatrix);

    camUp = XMVector3Cross(camForward, camRight);*/

    /*// Free Cam

    camRight = XMVector3TransformCoord(DefaultRight, camRotationMatrix);

    camForward = XMVector3TransformCoord(DefaultForward, camRotationMatrix);

    camUp = XMVector3Cross(camForward, camRight);*/

    /*camPosition += moveLeftRight*camRight;

    camPosition += moveBackForward*camForward;

    moveLeftRight = 0.0f;

    moveBackForward = 0.0f;

    camTarget = camPosition + camTarget;*/

    // Third Person Camera

    // Set the cameras target to be looking at the character.

    camTarget = charPosition;

    // This line is because this lessons model was set to stand on the point (0,0,0) (my bad), and we

    // don't want to just be looking at the models feet, so we move the camera's target vector up 5 units

    camTarget = XMVectorSetY(camTarget, XMVectorGetY(camTarget)+5.0f);    

    // Unlike before, when we rotated the cameras target vector around the cameras position,

    // we are now rotating the cameras position around it's target (which is the character)

    // Rotate camera around target

    camRotationMatrix = XMMatrixRotationRollPitchYaw(-camPitch, camYaw, 0);

    camPosition = XMVector3TransformNormal(DefaultForward, camRotationMatrix );

    camPosition = XMVector3Normalize(camPosition);

    // Set our cameras position to rotate around the character. We need to add 5 to the characters

    // position's y axis because i'm stupid and modeled the character in the 3d modeling program

    // to be "standing" on (0,0,0), instead of centered around it ;) Well target her head here though

    camPosition = (camPosition * charCamDist) + camTarget;

    // We need to set our cameras forward and right vectors to lay

    // in the worlds xz plane, since they are the vectors we will

    // be using to determine the direction our character is running

    camForward = XMVector3Normalize(camTarget - camPosition);    // Get forward vector based on target

    camForward = XMVectorSetY(camForward, 0.0f);    // set forwards y component to 0 so it lays only on

    // the xz plane

    camForward = XMVector3Normalize(camForward);

    // To get our camera's Right vector, we set it's x component to the negative z component from the

    // camera's forward vector, and the z component to the camera forwards x component

    camRight = XMVectorSet(-XMVectorGetZ(camForward), 0.0f, XMVectorGetX(camForward), 0.0f);

    // Our camera does not "roll", so we can safely assume that the cameras right vector is always

    // in the xz plane, so to get the up vector, we just get the normalized vector from the camera

    // position to the cameras target, and cross it with the camera's Right vector

    camUp =XMVector3Normalize(XMVector3Cross(XMVector3Normalize(camPosition - camTarget), camRight));

    camView = XMMatrixLookAtLH( camPosition, camTarget, camUp );



#5047884 A sticky for game development tools

Posted by on 28 March 2013 - 11:29 PM

I think its a good idea to make a thread on a list of tools that game developers use to help out newbie ones like me etc, and make it a sticky  if possible


Not free but some has trials


Microsoft visual studio - programming development

3dsmax - 3d model development

Maya - 3d model development

Photoshop - texture development

Paintshop - texture development

Lightwave - 3d model development

Adobe illustrator - 2d vector graphics


Free software


Milkshape - 3d model development

Blender - 3d model development

GIMP - 2d bitmap graphics

Inkscape - 2d vector graphics

Tiled - tiled map editor

AssImp - model conversion program

XNormal - multiple types of texture mapping, most used is normal mapping 

RenderMonkey - vertex and pixel shader development



and with replies to this thread il keep adding to the list

#5046919 3D models animation

Posted by on 26 March 2013 - 10:22 AM

dont you see these ?, http://www.braynzarsoft.net/index.php?p=DX11Lessons

#5045764 3D models animation

Posted by on 22 March 2013 - 04:31 PM


#5033691 What exactly is paid for when making games?

Posted by on 18 February 2013 - 04:39 AM

electricity is not free, imagine how much the bill is after all the computer use to developer a game...