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Member Since 12 Oct 2004
Offline Last Active Today, 12:07 PM

#5238764 How to make 3D art look more like a 2d?

Posted by Mussi on 07 July 2015 - 07:41 AM

On the topic of making 3D look like 2D, you might find this talk about the art style of Guilty Gear Xrd interesting


#5238170 Setting the pivot point for exportation

Posted by Mussi on 03 July 2015 - 07:30 AM

That creates a bigger box, but you should really be translating your box upwards(as in add something to it's y position). I'm guessing the box is clipping through your ground where you can't see it's actually bigger than the boundary of the mesh. So something like:

// Draw model here
D3DXMATRIX matrix;
D3DXMatrixTranslation(&matrix, 0.0f, (m_vMaxd.y - m_vMind.y) / 2, 0.0f);
directXDevice->SetTransform(D3DTS_WORLD, &matrix);
// Draw bounding box here

#5238163 Setting the pivot point for exportation

Posted by Mussi on 03 July 2015 - 06:21 AM

Are you sure your bounding box becomes half it's size? I'm guessing half of the box is just clipping through the ground. If you add

(m_vMaxd.y - m_vMind.y) / 2

to the y-position of your bounding box, does it show up correctly?

#5238160 Setting the pivot point for exportation

Posted by Mussi on 03 July 2015 - 06:08 AM

Does the 3DS Max pivot even export to X? I can't recall that, but I would position models so that (0, 0, 0) is the ground, if you ever want to animate your models this will make your life easier. This means you will have to adjust the position of your bounding box, either manually or automatically.


But if I put the pivot point at ground zero, the bounding box will be half the size.

Why is that? How are you getting your bounding box?

#5237371 Why didn't somebody tell me?

Posted by Mussi on 28 June 2015 - 06:41 PM

Wow... those debugger tips, 16 minutes in and I'm pretty sure this is one of the best videos I've watched in quiet some time! Writing expressions in comments during debugging and evaluating them on the fly == mind is blown.

#5232737 Racing HUD visual brainstorming (image heavy)

Posted by Mussi on 04 June 2015 - 06:25 AM

The idea is you'll be able to get all the info you need by looking at your car, instead of the corners of the screen.

I'm not sure that's a good idea, there's a lot of information crammed into a very small space. Not all the info is something you want to be constantly looking at, which might make it harder to read the info you really care about.


I like the idea of showing heat 'organically' through the redness of the tires, maybe you could something similar for other elements?


All of the screens look amazing btw :).

#5230254 When you realize how dumb a bug is...

Posted by Mussi on 21 May 2015 - 09:13 AM

Why strike one key, when you can use several mouse clicks and Ctrl+C and Ctrl+V to "save some typing". :)

Oh copy paste...how I love you so.

#5228525 McPiglet Work in Progress

Posted by Mussi on 12 May 2015 - 05:51 AM

I'm guessing you're running some sort of experiment, not sure what you think you'll get out of it. Based on what I've seen, which are some animated and static graphics without gameplay, I wouldn't play it.

#5228396 McPiglet Work in Progress

Posted by Mussi on 11 May 2015 - 11:44 AM

What did I just watch? There's no gameplay shown, why would I want to play it? Could you be more specific in what kind of feedback you're looking for?

#5227950 When you realize how dumb a bug is...

Posted by Mussi on 08 May 2015 - 07:51 AM

Do not code in the morning if you didn't sleep well.  I just kept starting at it.  Why isn't it working?  

for( int row = y; row < y + height; ++y ) {
   dest[ y * SCREEN_WIDTH + x ] = 0xFF;

I'm pretty sure this is the worst for loop I've ever written.

To infinity and beyond!

#5227933 Terrible Broken Age sales...!? (steamspy)

Posted by Mussi on 08 May 2015 - 06:33 AM

First, owners are 260 500 copies, but probably kickstarter backers should not count as people who bought broken age, since they didnt bought it, they kickstarterted it and all that money went probably into development so it is not an earning or profit for the creators (double fine).

This makes no sense to me. Why wouldn't a backer count as someone who bought the game? Because Double Fine didn't profit off of them? Even if they didn't, how is that any different from a studio with investors that first have to sell an x amount of games before they start making a profit?


There are a lot of ifs and assumptions you're making, what is it that you're interested in? It doesn't seem to be the number of people Tim Schaffer can appeal to(the number you mentioned is lower than the amount of backers).

#5226363 Extremely modular software architecture: GOOD or BAD?

Posted by Mussi on 29 April 2015 - 03:57 PM

I think you should start programming. Start with the basics of your game, see what steps you need to take to get some basic stuff on your screen and go from there. Once you actually have some code and know what step(s) you're going to take next, you can start thinking about whether you should make pieces of your code more abstract or not.


You shouldn't be writing abstract code because you're unsure where you want to go with your game. It takes more time to write and will probably not suit your needs very well.

#5225720 c++ shared_ptr usage

Posted by Mussi on 26 April 2015 - 04:24 PM

Passing as argument or storing as member are both valid designs. The examples you've given are quite distinct though. Calling the method with different instances of A is easy in the first example, less so in the second. If only a single instance of A should be coupled to B, then passing the pointer to the constructor would more clearly describe that intent.

There's also a difference in lifetime management, in your first example class B has no control over the lifetime of A, the second example does.


Depending on your requirements you can choose one over the other.

#5207471 Is it a very bad idea for a class to pass (*this) into a function? Strange bu...

Posted by Mussi on 29 January 2015 - 11:46 AM

The solution is to understand the Rule of Three (this rule has recently grown a bunch of different names, but I think this still is the best name).

Rule of 0/3/5

#5206545 Is it a very bad idea for a class to pass (*this) into a function? Strange bu...

Posted by Mussi on 25 January 2015 - 08:53 AM

There's nothing wrong with dereferencing the this pointer, your error has most likely something to do with your code(I'm guessing the second parameter is of type ClassA&).



Also, I know that "this" is a pointer... and since * is used to dereference a pointer, does that mean passing (*this) is pass-by-value?

That depends on the argument type in functionB, it could be by value, reference, const reference etc.