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Boruki

Member Since 30 Nov 2004
Offline Last Active Aug 24 2014 04:05 AM

Posts I've Made

In Topic: What is PxFileBuf.h in Nvidia's APEX?

06 February 2013 - 01:28 AM

The Windows search seems to be working now.. possible typing error on my part?  I'm not sure!

 

Also.. is it normal that I have to manually add in every single module in to my include directories in order to use PhysX/APEX?  It seems like a lot of fiddling around for such a large API.  And that's before you even start fiddling around with any physics stuff!


In Topic: What is PxFileBuf.h in Nvidia's APEX?

06 February 2013 - 12:43 AM

Cheers Hodgman, that's where it is on mine too.  I used MSVC's search from the top of that folder and it didn't find it.. and neither did Windows7's search.

 

Much appreciated.


In Topic: Should I give up?

01 October 2012 - 10:32 AM

In terms of using games with lots of pre-reqs and/or uncommon languages have you heard of Severance: Blade of Darkness? It's written in Python and most (all?) of the game is actually compiled at runtime. Did this effect the awesomeness of the game? Not at all, it was such an amazing game and it was packaged with everything you needed to run it. Most people didn't even realised it wasn't written in a common language.

As long as you're working with a language that you can accomplish your goals with then stick with it. And we look forward to seeing the end product in IOTD!

In Topic: (MD5mesh parser) Opengl glVertexPointer to glCallList ?

25 September 2012 - 11:33 PM

Can you post what the problem was? Just in case others come across something similar? :)

In Topic: (MD5mesh parser) Opengl glVertexPointer to glCallList ?

23 September 2012 - 11:27 PM

Something I noticed was your 'times' counter is going up every vertex but is then checked against the number of tris. Obviously it should be getting checked against the number of verts? Maybe just use the num_tris * 3?

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