hellur

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About hellur

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  1. pro and cons of using pre made engines

    [quote name='Tachikoma' timestamp='1307283523' post='4819749'] In addition to earlier tips, your choice will also depend on whether you are actually intending to publish - either for commercial release, or for the sake of building a portfolio, doesn't matter. If you do want to release for public consumption, the important thing is not to bite off more than you can chew. Therefore, aim for a choice that [b]gets your project finished[/b]. This means, you want to focus on something simple (so pretty much forget about making the next MMO or Crysis), and you probably want pre-existing tools to help you out. [/quote] But if you want to just learn hard coding, then you should focus on the hardest parts in a program, try to find out whats the problem with making a mmo or crysis 2 or any kind of program then focus on that part and when you solved the puzzle you go on... Sad part is that you can programming but you have nothing to show for! But tbh this is the only fun programming. Coding stuff you know will always be boring. I rather sit a week debugging and understanding some nested shit challange my selft then finnish off some easy thing thats just plain old boring programming
  2. 2D animations with DirectX 9?

    Well, dont really know if I got you right, but I cast you an explination on what I think I would have done. My guess is that you want to make a normal animation thats run along while the game goes on as normal. Its several ways to do this and none of the ways is really a wrong way to do it. [b]Modifiy the animation: [/b]First guess is the easyest. You decide what should happen when, and if the flag for changing the animation is set, then just in the draw loop or the logic loop change image from the first image to next one in the set. This will work quite good, if the game has the same speed and not flexing alot. The nice way is to the updates based on elapsed time since last update. Use a time counter to just see how long between the updates and when time is right update it or even skip frames in the animation if the fps go low. My guess is that you would want a vector based gui so would suggest to change vectors based on time, an animation should take 1 sec. If vector is at 0x 0y and shall go to 1x 1y then ofcourse if the update is at 0.73 sec it should be positioned at 0.73x 0.73y. [b]Positioning:[/b] Scaleform is a vector based menu system if I undestand it right, its quite easy to use and tbh not that hard to program your own. Just focus on make it scalable see it like drawing everything on a 2d surface where vectors are not hard coded position. They should just be relative to one position in your upper right corner for example on the GUI 2d surface. All animations is counted from that point and the size of the 2d area. Z-led can be changed later on just to move the surface in depth. An Ide is to get camera position to determin where the gui should be drawned and just position it where you like. There where long time since I programmed dx, but my guess this should be the easyest way. Probebly wrong but it might is an ide that get you going atleast.
  3. Long time since I programmed directx last time. So dont judge me too fast, need bad help tho. In the samples to Directx 11 there are code for tessellation thats quite easy to understand my problem comes when I try to make this my self. I cant get the ddt on height map (I guess) to work. While adding my own it crashes. "Buffer to small" Well my guess is its something I made wrong saving the file PS or something.... Anyone got a good ide what and how it should be saved. A good tutorial would be good too. And while on it, would be cool to have a plugin or something thats make these four color maps.