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About Schmacker

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  1. Excellent... thanks for helping there
  2. Ok, I'm having issues getting the DirectX Dialog in the Control Panel so that I can set debug and such. I have just recently installed August SDK, with all the options that I could see ticked, and it doesn't appear. I had done the same earlier with the April SDK, all options, not appearing. Weirdest thing of all. When I didn't know what it was and had no need for it, it was there, but now, no dice. First off, can anyone suggest something that I might have to install that I don't have that could be causing this? I have VS 2005, and it seems to go just fine, but are there settings that I might need to switch on in there? Secondly, is there anyway to turn the DX debugging on and off without the control panel dialog? Maybe some kind of utility or some such that comes with the SDK? Any help on this would be appreciated. Thanks, Schmacker
  3. Hi there, I've been playing around a bit lately with DX9 and doing some reading. I have read some presentations that can be referenced from the NeXe batching page, and also reading some other sites. These have left me with a question that I hope you can all help with. I'm using shaders, and at the moment I am sorting my list of objects to draw by shader technique, so that I change shaders as little as possible. Then I simply run through all the objects that I have for each technique, and draw them. The next thing that I want to add in is basic texture support, and some of the things that I read suggested that sorting by textures was a good thing as well. Is there a better approach between changing shaders rarely and changing textures rarely, or are they about the same? Or would sorting by one and then the other be a good idea? Another question I have had has to do with transformations and shaders. It seems to me that every time that I change the transformation that is used by the shader then I am going to have to send off another batch. This is talking about the generic world-view-projection. Is there a way to mash multiple objects through a shader that are each supposed to be at different places in the scene and are moving about from frame to frame, without having to call the Draw*Primitive for each one as I change the WVP matrix? Finally, these never seem to make as much sense once I've typed them out as when I think them in my head. I hope that I have made this all make sense, as they are things that I have been thinking about for a wee while now. Any advice or guidance is appreciated. Thanks, Schmacker
  4. Schmacker

    most intelligent way to design a vector of pairs

    If I were doing this, I would probably do something like: //hWnd is an existing window std::map<HWND, std::string> windowCationtions; windowCatptions[hWnd] = hWnd.title; // or whatever it is...
  5. Thanks. I had read that one before posting, but will admit that I wasn't to sure if it covered what I want to do.
  6. Ok, if this doesn't make sense when looked at in light of the title, then I'm sorry, I simply wasn't sure how to describe it quickly. What I would like to know is, if I want to register one class with another, existing class, when I create the class, can I use the this pointer to do so? Ill try to give an example of what I mean to give a better understanding. Lets say I have a Controller class that is in charge of knowing whenever an emitter changes (like the controller in the MVC Patter), and that I may have entities being created or destroyed through out the controllers lifetime. The Controller looks a little like the following: class Controller { public: ... int registerItem(const Emitter& toRegister); //to register the new emitter ... private: ... List<Emitter> emitterList; //to hold all the currently alive emitters ... }; The Emitter will look like this: class Emitter { public: ... Emitter(const Controller& controller); ... private: ... int id; ... }; What I want to be able to do is to call the Emitter constructor in which I call controller.registerItem(this) (or something like that) so that it can add the emitter to the list of emitters and tell the emitter what its id is. Am I allowed to do this, or should I look at it from a different prospective? I hope that that made some sense, and thanks for any help that you can offer.
  7. Schmacker

    Analysis and Design (OO)

    Thanks for the sugesstions guys. I've started looking at those links and they are well writen and easy to understand so far. As to the books, the Design Patterns one was already on my list to get from the library, but they don't seem to have the other one, which is sad because I've seen good things about it in other places. As to wether or not I've seen this stuff before; yes I did a paper that included OOAD, but I am looking to learn more, and I feel that what I got taught was to brief for me. I am, unfortuneatly, not the quickest off the blocks, and I learn best with concrete examples. So if you guys know of any place with good, concrete, examples of using OOAD then I would much appreciate it. Otherwise, keep coming with the stuff that you are, because it's all very interesting. :)
  8. Hi there, I am a recent graduate in Comp. Sci. and am looking to continue my education. I would like to learn more about Object Oriented Analysis and Design (OOAD), and was hoping that the nice people on this board could point me in the right directions. I've looked back over the last years topics here and only saw it pop up in a coule of titles, so I'm hoping that I'm not rehashing old ground. I'm looking for some non-trivial examples, that go through different steps and show you what is applied and how it is done. I am currently looking at some things I found at Wikipedia, and am going to go to the library later today to see if I can't pick up some good books (if you have book suggestions then that would also be rather cool). I wish to learn this because it looks like it might be useful, and because knowledge is a good thing. Any advice on how it is used in practice would be nice too. I would like to apply it to the job that I have, and with my own on the side projects. Thanks for reading, and I look forward to your responses.
  9. Hey guys, I'm looking to start doing some tools work fro a game I'm poking round making. I want to start work on a simple scene generator in C# and using MDX. I have no experience with MDX however, and would like to see some nice intro tutorials. Anyone got a good pointer or two? Thanks for any help.
  10. Schmacker

    Talk to me about Skyboxs

    Thanks for the replys guys. Always helpful. A couple of times it was mentioined that the skybox doesn't exist in world space, only view, and that I shouldn't translate, only rotate. I have a view matrix setup that translates everything into view space. Would I achieve the same results as you guys were mentioning if I simply translated to view space without translating to world spce before hand? Hope that made sense. I'm now looking into the disabling of z-testing and such. I'm in D3D9, and think it has something to do with seting the renders state D3DRS_ZENABLE to false. Thanks again guys.
  11. Hey there, I'm currently playing round with building a space flight sim, none to realistic, but a bit of fun, and a good learning curve for me. I'm at the point where I want to start thinking about the background, and therefore skyboxs. I currently have one that is just a cube, inverted, with a starfield textured onto it, then placed at (0,0,0). It works fine if I don't move to far, but obviously I want to move about. So my questions go something like this: 1) How big should I make a skybox? The current one is around 1000 units on each side, and has a 1024 texture applied to each face (same texture for all atm). My far clipping plane is further away then that so as to avoid the corners being cliped out when I turn around. Currently, 1 unit on any of the axies is the equivalent of 1m, so moving at 100ms covers the ground fairly quickly. Im thinking of making it a lot bigger (like 10,000 units) so that I can cover a reasonable area at a time. Does this sound like a reasonalbe idea? 2) Should I move it with the player? As in, keep the skybox positioned at the same place in the scene as the player is, so that they can't get to the edge? Is this an alright idea to allow them to cover a greater area? 3) Finally, and fairly importantly, can anyone point me in the direction of a good discusion of skyboxs, and how to design them? Thank you for any help forth coming, always much appreciated
  12. Schmacker

    Graphics Card Comparison

    I have a Radeon 9200SE right now, and am looking at a GeForce 6600. Is this a better card (ignoring Mem and other variables)?
  13. Schmacker

    Getting current Directory name

    thanks very much, not only for the answer, but for the timeliness :) Im using c++, which I probably should of mentioned, so this should work nicely :) Thanks again
  14. Hey, Im doing a project at Uni right now that involves linux system calls, which, being mostly a windows person, I am having a bit of trouble with. What I want to do is find out what the current working directory is so that I can display it on the screen. Is this possible? how would one do it? Where should I look for guidence? Ive looked at some of the man pages, but couldn't find any that helped me out. cheers in advance for anything useful
  15. Hey there, Im looking for a verification program (like CVS) that is useasble with VSC++ 2003. I know Ive seen some floating round that are free for like one project or something like that but can't remember the names and such. Hopeing you can help me out, Dyl
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