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Dancin_Fool

Member Since 13 Jun 2004
Offline Last Active Jan 14 2014 01:37 PM
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Topics I've Started

wiimote driver on wm5

26 May 2007 - 11:34 AM

Hello, I bought an axim x51v a while ago but haven't touched it in quite some time. I tried playing nes games on it and they ran beautifully. The problem was always controls. I recently got the idea to try and write a driver for a wiimote since it would be perfect for nes games, as well as its bluetooth and my axim has bluetooth capabilities. I know there are bluetooth controllers for the axim so there must be some way to do it. I'm no stranger to software development. I started off in embedded systems, worked for a while doing j2me developement for mobile games. Eventually moved on to bigger better game companies. All I'm looking for is some links to resources, as well as info on if anyone else has already written one. Also once I'm finished would this be an interesting thing for anyone else?

3DS - Chunk 4160 -The Translation Matrix

23 June 2005 - 11:06 PM

Hi I'm writing a 3ds parser and I'm a little confused on how the translation matrix is used to calculate the position of the object. I've used the matrix to calculate the proper rotation of the object, but the position in the scene seems way off, I was just hoping someone might be able to point me in the right direction in what to do with the translation portion of this matrix.

openGL slow on nvidia?

14 June 2005 - 09:03 PM

Hi, I've got a problem with a demo I'm working on with openGL. I sent it to a friend to try and he was getting the same frame rate as me around 700 fps, and then I sent it to someone else and they were getting 60 fps, the only difference in their systems were that the friend with the high frame rate was running an ati card same as me and the other friend was running an nvidia card. I just sent it to another friend with an nvidia card and same problem he was only getting 70 fps. So I'm just wondering is there a compiler option for compiling it to run well on any hardware, is this a common problem out there or is this just me?

Jagged Spot Light

01 March 2005 - 07:11 PM

Hi I'm working on a top down deathmatch style of game using DirectX. (Basically redoing Halo as a top down multiplayer game, right now planned to have blood gulch and a few weapons) My problem is I have my character centered in the screen and I only want them to be able to see a certain distance in front of them. Right now I have a spot light set up that is projected from the center of the character. It works fairly well, the only problem is that it creates really jagged lines based on the complexity of the geometry it hits. I was wondering if there was anyway to smooth this jagged line out, or if anyone has a better idea for this. I was thinking about applying a big texture to the screen with the cone set up in the alpha channel and just rotate that around, but we plan on having grenades which can light up circular portions of the screen where they go off, so I'm not sure if I would somehow have to draw circles on to that big texture where the grenade went off.

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