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Inuyashakagome16

Member Since 13 Sep 2005
Offline Last Active Feb 18 2014 09:38 AM

Topics I've Started

OpenGL Windows Question

08 October 2013 - 11:30 AM

Recently I started looking through OpenGL and I think it would be great to learn and work with. I've used other graphic libraries before so this isn't a tech "how to do this" question. My question however is, being that my primary platform is Windows, how should I setup my environment? I have access to VS2010 - 2012 and I've used other IDE's before as well. I've glanced through information about GLEW and GLFW and from what I've read their used to make certain things easier in OpenGL and cross platform support. 

 

tl;dr: I'm on Windows, should I be using GLEW, GLFW or any other libraries? Is there a certain IDE that doesn't play well with OpenGL vs another? Most of the links I've read about the subject are either outdated or don't use GLEW/GLFW for anything so that's why I'm here.

 

 

Thanks!


Displaying Tiles using a Orthographic projection?

02 August 2013 - 11:53 AM

So I've been trying to display tiles in the isometric perspective for a little while now and It seems like displaying them using Matrix datatypes like View, Projection etc seemed to be the best way. The only example of drawing like this I've seen is with Models.

 

foreach (ModelMesh mesh in myModel.Meshes)
            {
                // This is where the mesh orientation is set, as well 
                // as our camera and projection.
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();
                    effect.World = transforms[mesh.ParentBone.Index] *
                        Matrix.CreateRotationY(modelRotation)
                        * Matrix.CreateTranslation(modelPosition);
                    effect.View = Matrix.CreateLookAt(cameraPosition,
                        Vector3.Zero, Vector3.Up);
                    effect.Projection =  Projection;
                        
                        //Matrix.CreatePerspectiveFieldOfView(
                        //MathHelper.ToRadians(45.0f), aspectRatio,
                        //1.0f, 10000.0f);
                }
                // Draw the mesh, using the effects set above.
                mesh.Draw();
            }
 
And displaying tiles seemed to be done without any matrix datatypes at all. (No View, Projection, etc) 
 
I'm asking, is it possible to display tiles using a Orthographic Projection (matrix datatypes. Pretty much isometric) and if it is, where should i start? I've search for a while and I can't seem to find any information on this.
 
If i'm approaching this the wrong way, please let me know. I'm just trying to find how I should start displaying these. I know how to display tiles, just not in this perspective.

Math and/or Tutorials for Isometric perspective?

30 July 2013 - 11:17 AM

For the past few weeks I've been searching for a tutorial or article about the math behind the Isometric perspective and a bit of the code involved in that. (With XNA / C# mostly)

 

(I'm looking to make something with a perspective like Bastion http://supergiantgames.com/site/wp-content/uploads/Bastion_122310_0001.jpg )

 

I've found a few for Flash http://gamedev.tutsplus.com/tutorials/implementation/creating-isometric-worlds-a-primer-for-game-developers/ but nothing that were really just for XNA. 

 

Tl;dr, a link for the math behind what the isometric perspective is and how that could be applied to XNA would be most awesome if anyone could explain it / share a link.

I'll even accept just a link to source code at this point. It would be better than nothing!

 

 

Thanks!


LNK2028 Error when creating instance of class

04 February 2013 - 08:31 PM

			InitializeComponent();
			D3DClass* D3D_class;
			D3D_class = new D3DClass;

 

So i'm having this issue. I've created a small C++ application with a basic window and a bunch of engine type classes for DirectX 11. (Via Rastek) Well I made a CLR application for a type of editor and I'm having issues creating an instance of the D3DClass to initialize. (Full source of above snippet http://pastebin.com/xuvxWdmh )

 

1>Testing.obj : error LNK2028: unresolved token (0A00002C) "public: __thiscall D3DClass::D3DClass(void)" (??0D3DClass@@$$FQAE@XZ) referenced in function "public: __clrcall Testing::Form1::Form1(void)" (??0Form1@Testing@@$$FQ$AAM@XZ)
1>Testing.obj : error LNK2019: unresolved external symbol "public: __thiscall D3DClass::D3DClass(void)" (??0D3DClass@@$$FQAE@XZ) referenced in function "public: __clrcall Testing::Form1::Form1(void)" (??0Form1@Testing@@$$FQ$AAM@XZ)

 

^ this is the error i'm getting. Now i'm linking to the DX Sdk, and I'm setting up a link for the Editor project which is also in the solution where the engine is for the class files / header files obviously. I'm not sure why this is happening. I've looked it up and none of the solutions seem to help.

 

Here is the D3DClass http://pastebin.com/ni1zSQmw (its a bit long to just put in this thread) 

I'm not sure what I'm missing. All i'm doing is initializing the class and it's throwing those errors. I'm not even ACTUALLY initializing D3D yet.

 

 


Basic Win32 window with C++

02 February 2013 - 07:03 AM

Recently I've been working on just creating a basic window with the Windows Api and I'm finding it very difficult  Not too understand, but to expand my window and add separators for certain and just adding buttons in general can be a bit of a pain. 

Is there an easier way/Is there a different library I should try using?

 

I'm using Visual Studio 2010 Ultimate with C++ (and DirectX11)

 

(Also I'm aware the rc file can be edited in ResEdit (which acted strange for me) and inside of Visual Studio)


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