• Advertisement

• ### Popular Now

• 10
• 9
• 13
• 10
• 18
• Advertisement
• ### Latest Forum Activity

• Thanks for the code snippet. Though I must say I don't understand it very well. I see that A is current location, B is the desired, M is probably the length of the circle and abs(A - B) is the distance, but I don't see why we have to add + M * .5 and that two times (second time with subtraction), use mod() and than again abs()? How I originally thought to solve the problem is to first transform it to radian space. I thought to multiply my domain x[0, 4] like x * 2pi. This would get me to [0, 25.12] which is I think not what I wanted. I think I should somehow convert [0, 4] to [0, 6.28] if I'm correct and than I'll be able to use sin(), cos() to get the distances and other things?
• I've been away from gd for awhile so i'm a bit rusty on giving help, but generally the process works better when you have a specific problem that can be shown with code. I'm seeing that you want to create a cube on key press. what does your WM_KEYDOWN handler look like in the windows message procedure? Do you understand the process of creating buffers? if you want a single model(cube) drawn multiple times you will need some method of storing the transforms for each object. then in the render function you setup the transform and render the geometry for each object in a loop.   // c++ psuedo code // ...in WM_KEYDOWN HANDLER if(key == b) { sceneobject o; // we create the buffers somewhere else maybe on level load, or game start, but they exist already o.vertbuffer = &cubebuffer; o.indexbuffer = &cubeindices; // world matrix that will be a randon position between 0..5 o.transform = Matrix4Position(rand % 10 - 5, rand % 10 - 5, rand % 10 - 5) sceneobjects.push_back(o) } // END WM_KEYDOWN HANDLER // ...somewhere in render function //begin scene for(int modelindex =0; modelindex < sceneobjects.size(); modelindex++) { // setup transforms // render buffers } //end scene I've never really dug into c# but looking at your source code, it looks like the transforms are packed into a constant buffer in your update function.
• Can we add a callback for the "asIScriptEngine::GetGCStatistics" API. In this way, the application can use this callback function to know which types have circular references to each other: MyGcCallback(const asITypeInfo** ppCircleRef, ...) { while (*ppCircleRef) { cout << "class '" << (*ppCircleRef++)->GetName() << "' "; } cout << "refer to each other and form a circular reference." } // May output: // class 'A' class 'B' class 'C' refer to each other and form a circular reference." With this callback, we can fire a full GC manually, find out if there are circular references in the current code and where it is.  This allows us to turn off the automatic GC function and use only the manual GC as an inspector to find the circular references, and fix it in the code.
• This is a great chances for developers to see the workflow used by AAA games, but at the same time I feel a flood of low quality games coming.
• Hi all, I’ve nearly finished my C# WPF project (using VS2017) and am now thinking about deployment and managing updates. This is my first time doing this, and I wanted to run my current thinking past you to see if you can help, as I don’t think my current solution will fully work. I have drawn a quick mock-up of what’s in my head at the moment (attached). My app needs to be able to update itself, but also to add in new content once I create it (this is in the form of small .zip files, ~100kb each, and due to the volume of these files [currently 3000, hopefully expanded up to 5000 in a years’ time] I have kept these separate from my project, i.e. not as Content). I welcome comments on this decision. Due to keeping the content separate, this kind of broke my initial intention of “simply” using ClickOnce deployment, and letting Windows manage the updating for me, and so I’ve been thinking of how to manage i) initial app deployment, ii) ongoing updating of the app, iii) ongoing addition of new content. I’m currently intending to use my *free* DropBox account to host all the files, I think this is possible. Does anyone know of any better web hosting I could use? If you could refer to my attached diagram, what I’m currently thinking of is: Deploying the initial version of the app using ClickOnce by Publishing to DropBox or wherever (my project A publishing to web host D). Users can then download the Installer from here, and install on their local machines as usual. This initial installation wouldn’t have any content (the 3000 zips) and so these would be pulled down to the local machine by the below step (the initial batch of 3000 zips would only need to be downloaded the first time the app is run, after then it’d just be new content that’d be downloaded): Also, I have as a second Project in my overall Solution a small Updater app, which when run by the users will connect to DropBox and pull down an xml manifest of my project files and the content (I create this manifest myself), and synchronise any files which are newer. This Updater app will be downloaded and installed by the users too. In the diagram, I publish Updater app code C to web host G, downloadable by users. Please see below question: Question: my main app and my updater app are two separate projects under the same Visual Studio Solution. Is it possible for me to build/publish these together so that the two executables are together in the same output (in the same folder)? The reason I have them separate is so that the main project’s executable file and any resource files can be overwritten by any new files pulled down by the Updater app without the Main app being open and locking these files out. The 3000-zip Content on my PC (B in the diagram) I just manually copy over to DropBox (F), and keep these up-to-date when I create new zips. Also, whenever I update my app code, I intend (this is probably the most painful bit) to manually copy the “\bin\release” folder contents from my PC (A) over to web host (E), so that the Updater app on user’s PCs can synchronise the executable and resource files with any newer versions I have created, without the user having to download a new version of the installer, and potentially uninstall/reinstall to go from v1 to v2 of the app. This above bit I think is the least possible, as I have found out that just by moving the \bin\release\ executable and resources from one location to another on my PC, it no longer works if I double-click the .exe file, it only works from the project’s original \bin\release folder  . Is this expected? In my naivety I was thinking that once the user had installed v1 of the application "properly" using ClickOnce (and therefore their PC was checked for .Net framework etc) I could then just have my Updater overwrite the .exe and other embedded resource files (like bitmaps) with updates and it’d just work. I guess this would have worked with VS2005, but not with VS2017 hey. So, after writing all that out, and thanks for reading this far, I guess that if it wasn’t for the 3000 zips, I could package all the above as ClickOnce, and let Microsoft manage the updating for me. I don’t fancy adding the 3000 zips to my project as Content [copy if newer] to enable this to happen, but I did fancy having a go at writing the standalone Updater package, which would synchronise the files between DropBox and the user’s PC, based on the xml manifest I create. Any feedback you may have would be greatly appreciated, as this community has proven invaluable to me so far
• Advertisement
• Advertisement

# Artificial Intelligence

All aspects of AI programming and theory.

Moderator: IADaveMark

## 5728 topics in this forum

1. #### Recommended Ai Books And Sites 1 2

• 12 replies
• 48904 views
2. #### AI Architectures: A Culinary Guide (GDMag Article) 1 2

• 10 replies
• 15648 views
3. #### AI Game Programmers Guild site

• 0 replies
• 21300 views

• 1 reply
• 262 views

• 0 replies
• 224 views

• 10 replies
• 752 views

• 6 replies
• 378 views

• 0 replies
• 272 views

• 4 replies
• 466 views

• 4 replies
• 407 views

• 17 replies
• 801 views

• 10 replies
• 1034 views

• 3 replies
• 497 views

• 5 replies
• 566 views

• 3 replies
• 677 views

• 17 replies
• 1344 views

• 1 reply
• 500 views

• 10 replies
• 1095 views

• 1 reply
• 634 views

• 5 replies
• 852 views

• 1 reply
• 669 views

• 14 replies
• 1484 views

• 0 replies
• 610 views

• 3 replies
• 1180 views

• 5 replies
• 720 views

• 6 replies
• 1380 views

• 11 replies
• 1414 views

• 4 replies
• 691 views

• 3 replies
• 1057 views

• 0 replies
• 746 views

• 0 replies
• 687 views

• 5 replies
• 848 views

• 0 replies
• 1000 views

• 8 replies
• 1763 views

• 1 reply
• 1075 views

• 1 reply
• 757 views

• 0 replies
• 670 views

• 4 replies
• 824 views

• 0 replies
• 1013 views
40. #### Flow fields all having yaw, pitch and roll components?

• 7 replies
• 1473 views
• Advertisement