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Dave Hunt

Member Since 30 Dec 2002
Offline Last Active Yesterday, 05:36 PM

#5240682 Help with C# XNA/Monogame

Posted by Dave Hunt on 15 July 2015 - 10:28 PM

Instead of ElapsedGameTime, use TotalGameTime. TotalGameTime is the time since the game started rather than the frame elapsed time.

#5240511 Help me to clear up my confusion about OpenGL

Posted by Dave Hunt on 15 July 2015 - 10:06 AM

I would love to learn graphics programming but I do not want it to be DirectX

Why is this? I don't ask to open up a flame war, but out of interest in your reasoning. If your goal is as broad as learning rendering, shaders and meshes, it would be unwise to eliminate a well-documented technology with plenty of available tutorials and samples without serious consideration.

#5240109 "Mode7" perspective projection "arch"

Posted by Dave Hunt on 13 July 2015 - 01:07 PM

Have you looked at the various "Map Projections"? - https://en.wikipedia.org/wiki/Map_projection


It looks like one of the equal-area projections might be what you're looking for.

#5239544 What game engine should I use?

Posted by Dave Hunt on 10 July 2015 - 11:31 AM

As you can imagine, this question is asked at least once a day. I would suggest you look through these search results first and see if they give you the information you're looking for:


what game engine

#5239519 VS 2012 express any good?

Posted by Dave Hunt on 10 July 2015 - 10:10 AM

Is the general feeling that Microsoft is aiming the community edition solely at open-source and hobbyist developers, or are the licensing terms being interpreted overly broadly?


This whitepaper from MS explains it pretty well (see page 10).

#5239423 Visual Studio Not Recognizing #include for SDL?

Posted by Dave Hunt on 09 July 2015 - 11:13 PM

There are settings in Visual Studio to tell it where to find additional include and library files. You need to add the SDL include directory to the set of include directories and the SDL lib directory to the set of library directories.


Where you find those options depends on what version of Visual Studio you are using.


It could be Tools->Options->Projects and Solutions->VC++ Directories for older versions. For newer versions see http://www.curlybrace.com/words/2012/12/17/setting-global-c-include-paths-in-visual-studio-2012-and-2011-and-2010/ for a quick how-to.

#5237780 Making a text-based adventure game with Ruby

Posted by Dave Hunt on 30 June 2015 - 08:04 PM

This is the most useless things there is to say.

I'd say a one page post that does nothing but chastise another poster and derail the topic is much more useless than one that actually addresses the OP's question...

#5237720 Making a text-based adventure game with Ruby

Posted by Dave Hunt on 30 June 2015 - 01:20 PM

Google has quite a bit to say on the topic: ruby text-based adventure game programming


There are links to several tutorials and examples there.

#5237619 How to get OpenGL 2.1

Posted by Dave Hunt on 29 June 2015 - 10:17 PM

The last driver version with support for the Quadro FX 2500M is 304.108:



64-bit: http://www.nvidia.com/object/linux-display-amd64-304.108-driver

32-bit: http://www.nvidia.com/object/linux-display-ia32-304.108-driver


There don't appear to be any Windows drivers for that card.

#5237017 Can't convert array of strings to char array

Posted by Dave Hunt on 26 June 2015 - 07:38 PM

If you already have the items in a std::string array, why do you need to put them in a char array at all?

#5235686 Monogame convert pixel coordinate to 3D units

Posted by Dave Hunt on 19 June 2015 - 08:31 AM

I think what you're looking for is Viewport.Unproject. The method takes a vector and the projection/view/world matrices and returns the unprojected 3D vector.


edit - BTW, your subject says 3D unit to pixel, but your question says pixel to 3D unit...

#5233973 It is better for performance to use a lot of rectangles or a lot of vectors?

Posted by Dave Hunt on 09 June 2015 - 07:21 PM

Yes but how do i get to know where its colliding? Ahh i'll look online fine i did it already and nothing...well i'll try again.

A quick google search for "libgdx collision detection" returned tons of interesting links.


Also, the java docs for libgdx show that Intersector.intersectRectangles returns the intersection of the two rectangles. That intersection rectangle will tell you where the intersection occurred.

#5233349 what is the best way to design ai for games like x-o or chess

Posted by Dave Hunt on 07 June 2015 - 09:06 AM

Is the name of "x-o" a different name for Tic-Tac-Toe?




Is "x-o" a different name for Tic-Tac-Toe?

yes my friend.


#5231579 what is the best way to design ai for games like x-o or chess

Posted by Dave Hunt on 28 May 2015 - 06:36 PM

i want to know what can be best choice to implement ai for these kinds of games.

The best choice is whatever makes your game work the way you want it to. There is no "best" way to do AI.


Check out the links provided in the previous posts and make use of Google to add to your research. Gather the ideas together and see what best fits the needs of your game.

#5231405 Why does this code work? (Drawing in screen space)

Posted by Dave Hunt on 27 May 2015 - 11:22 PM

Also I read that I have to account for the pixel center/cell center and subtract 0.5f from everything, but my textured quad is displayed correctly as it is? Why?

This was changed in DX10. Texels are now pixel centered, so you don't have to make the adjustment manually.