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lonewolff

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  1. Completely self taught here also. Started out on the C64 in the late 80's. Didn't start learning C++ until 2006, playing with Ogre 3D at the same time. Learning both simultaneously was a hard task as I didn't know any of the concepts of either. Always being interested in way things tick, I tinkered around with DX9c and have now moved on to DX11. Still learning, but have the basics sorted out. Here is a screenie of a game I have been working on for the past few years. Been chipping away when I feel like it, which is very intermittent. (Also in C++ and DX11). I'm quite proud of what I have achieved. Each strand of grass is individually animated and looks awesome swaying gently in the breeze. I'm certainly no guru though. Still learning new things every day. I am a far cry from the masters that help out on the forums here.
  2. Hi Guys, I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers? Any advice would be greatly appreciated
  3. GameMaker isn't 'strictly 2D' as such. It is quite easy to do a full 3D game, but there is no handholding involved. Everything has to be done strictly via code. The game I have been working on for the last few years is actually entirely 3D based. Having said that though, I'd go with the engine that you are most comfortable with. In the end, it is not so much the engine, it is the person driving it.
  4. DX11

    Great explanation guys. Thank you for clearing this up for me.
  5. DX11

    (Sorry guys. Browser wont allow me to format the post correctly. No matter how I edit this thing, I can't separate the last paragraphs out of the code. Tried Chrome and IE)
  6. Hi Guys, Just wondering if you could assist me with some basic theory here. Why is it that CreateInputLayout() requires both the input description and shader input signature.
  7. I like the graphical design. Aside from that, you haven't given us much to work with.
  8. I can easily relate. Only game I have played in the past fifteen years is Starcraft 2. I even have an XBox One (mainly for dev purposes) and have probably spent 10 minutes in total playing it. Even have games still in their shrink wrap.
  9. Kylotan - Yeah. I suspect so. I have a state machine for the animation states themselves now and it is extremely clean and nice. But, I am still struggling with the structure of the conditional code. For example, this is the basic concept of what I need for a run / turn condition. Player starts IDLE when there is no input (no problems) Pressing right goes into the RUN cycle state, frame number and speed are acceleration based (no problems) Player then holds left and the TURN sequence initiates. Player decelerates. Player can then hold right and opt out of the turn. Requires a reversal of the turn sequence and apply acceleration again. Or the player can continue the turn and complete the turn sequence. Or the player can release the key, decelerate speed back to zero, and move back into the IDLE state. There is probably more conditions (and there will be once jumping, running and then crouching, etc.. get applied). Given the small example above, how would I stop this from exploding into a massive 'if' 'else' mess? Currently the acceleration and deceleration components of my code are working great. It's the matching up of the correct animation sequence that is causing me the grief. Thanks again for your help guys
  10. masskonfuzion - Just had a quick read over these. Not too dissimilar to what I have going on at the moment. I might be able to glean a few tips from the articles though. Thanks again
  11. Thanks! I'll certainly have a read. I certainly do need some sort of design pattern
  12. Hi Guys, Wondering if I could get your thoughts on handling complex animation states? As my code is starting to get a bit spaghetti. My player uses acceleration and deceleration to get a nice feel. But, things are starting to get complex as I add more states. For example, if my player runs to the right, it accelerates nicely and decelerates if right is no longer pressed. If I push left (while the character is running right) deceleration is greater and I then play the turning animation and then eventually start accelerating in the other direction, back into a run sequence. It starts getting more complex when I decide that I change my mind and want to run right again (mid turn), reversing the turn animation. If have this all coded and working ok, but I have so many 'if' statements already. There is a bunch of other things I want to do also, jump, climb, etc. Which will all have there own transistion animations also (like the turn animation does). I'm just wondering how I can structure this better and get on top of the code logic before the actual code gets unmanageable. Normally I would have clear states setup, but the added complexity of acceleration, transition frames, and being able to opt out of the action (in some cases - like turning) are making it difficult. I'd love to know what the best approach would be in this scenario. Thanks in advance
  13. Hi Guys, I am having a problem with a gaussian blur shader that I am working on. At present the shader works perfectly and give a nice even blur. The problem I am having is when I try to send the radius to the shader through v_vAttributes.z, I get the following errors; I'd like to be able to control the radius from the application so I can control it at runtime. varying vec2 v_vTexcoord; varying vec3 v_vAttributes;   void main() {     float width=v_vAttributes.x;     float height=v_vAttributes.y;     float inRadius=20.0;      //v_vAttributes.z; ** PROBLEM OCCURS HERE **          int inDiameter=(int(inRadius)*2)+1;     float gaussian_kernel[99];     float twoRadiusSquaredRecip=1.0/(2.0*inRadius*inRadius);     float sqrtTwoPiTimesRadiusRecip=1.0/(sqrt(2.0*3.141)*inRadius);       // Create Gaussian Kernel     float rr=-inRadius;     float sum=0.0;          for (int i=0;i<inDiameter;i++)     {         float v=sqrtTwoPiTimesRadiusRecip*exp(-rr*rr*twoRadiusSquaredRecip);         gaussian_kernel[i]=v;         sum+=v;         rr++;     }       // Normalize distribution     for (int i=0;i<inDiameter;i++)         gaussian_kernel[i]/=sum;              gl_FragColor = vec4(0.0);     for(int i=0;i<(inDiameter);i++)         gl_FragColor += texture2D(gm_BaseTexture, vec2(v_vTexcoord)-vec2(((float(inDiameter+i)-(float(inDiameter))/2.0)/width)-((inRadius*2.0)/width), 0.0))*gaussian_kernel[i]; } I am the using GLSL ES shader model if that helps. Any advice would be greatly appreciated. :)
  14. I managed to get the thread vector working, by doing this; void ConnectAllThreaded() { for (std::vector<Connection>::iterator it = connectionVector.begin(); it != connectionVector.end(); ++it) { threadVector.push_back(std::thread(&Connection::Connect, &*it)); } for (std::vector<std::thread>::iterator it = threadVector.begin(); it != threadVector.end(); ++it) { it->join(); } } Seems to work perfectly! A huge thanks for your help, guys! :)