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About BinaryDragon

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  1. BinaryDragon

    XNA from Microsoft

    I'm wondering what the indie developers think of this new offering from Microsoft? Good, Bad? And why?
  2. If someone would start a development studio in say the mid-west (say a rural part of Indiana or Ohio maybe near a major CS/Engineering college), would there be any issues in regards to selling projects to publisher? Would publishers give you a second look if they were, say in Los Angeles CA and you were in Kokomo IN? Would publishers work with studios long distance like that? Or do they require/perfer the meet and greet approch? I ask this because I've been coming up with some plans to start a Studio however with the price of real estate and cost of living in Southern California, I've been looking real hard at places like Indiana and Ohio.
  3. Is there a 3D engine out there that is already built that I could import a Maya/3DS MAX level into? I have no interest in coding for this project, I just want to have a place/application to explore my 3D worlds outside of the Editor.
  4. BinaryDragon

    Level Design Question

    Ok, I'm new to the whole modding/level design scene. I want to learn beacuse I think it blends a lot of what I love. And I want to work my way into the industry. My question is, what engine is used the most out in the real world. Or what editor should I become most familiar with? UnrealEd, Hammer, Maya, 3dsMAX maybe? I want to do all sorts of levels, FPS, RPG, Indoor duengon like, Outdoor settings. Can anyone help lend me some direction? Thanks.
  5. Hi there. I'm still learning DirectX so bear with me. I started following along with the DirectX tutorials for creating a device, using VertixBuffers and Matrices. But when trying to run the following code it gives me an error at the vb.Unlock() call in the OnCreateVertixBuffer(). I ran it through a debugger and it told me that the operation was not valid due to the current state of the object. Could someone please help me out here? I'm not sure what they mean and how to correct it. Any help would be great. using System; using System.Collections; using System.ComponentModel; using System.Drawing; using System.Windows.Forms; using Microsoft.DirectX; using Microsoft.DirectX.Direct3D; namespace Sample2 { /// <summary> /// This is the main class of my Direct3D application /// </summary> public class MainClass : Form { /// <summary> /// The rendering device /// </summary> Device device = null; VertexBuffer vertexBuffer = null; public MainClass() { this.ClientSize = new System.Drawing.Size(640, 480); this.Text = "Direct3D Project"; } public bool InitializeGraphics() { try { // Now let's setup the Direct3D stuff PresentParameters presentParams = new PresentParameters(); presentParams.Windowed = true; presentParams.SwapEffect = SwapEffect.Discard; // Create the device device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams); // Create the Vertix Buffer vertexBuffer = new VertexBuffer( typeof(CustomVertex.PositionColored),3,device,0, CustomVertex.PositionColored.Format, Pool.Default); vertexBuffer.Created += new System.EventHandler(this.OnCreateVertexBuffer); this.OnCreateVertexBuffer(vertexBuffer, null); // Setup the event handlers for the device device.DeviceLost += new EventHandler(this.InvalidateDeviceObjects); device.DeviceReset += new EventHandler(this.RestoreDeviceObjects); device.Disposing += new EventHandler(this.DeleteDeviceObjects); device.DeviceResizing += new CancelEventHandler(this.EnvironmentResizing); return true; } catch (DirectXException) { return false; } } protected virtual void InvalidateDeviceObjects(object sender, EventArgs e) { } protected virtual void RestoreDeviceObjects(object sender, EventArgs e) { Device device = (Device)sender; // Turn off Culling so you see the front and back of the triangle device.RenderState.CullMode = Cull.None; // Turn off Direct3D lighting since object provides it's own vertex color device.RenderState.Lighting = false; } protected virtual void DeleteDeviceObjects(object sender, EventArgs e) { } protected virtual void EnvironmentResizing(object sender, CancelEventArgs e) { } /// <summary> /// This method moves the scene /// </summary> protected virtual void FrameMove() { // TODO : Frame movement } /// <summary> /// This method renders the scene /// </summary> protected virtual void Render() { if (device != null) { device.Clear(ClearFlags.Target, Color.Blue, 1.0f, 0); device.BeginScene(); // TODO : Scene rendering SetupMatrices(); device.SetStreamSource(0, vertexBuffer, 0); device.VertexFormat = CustomVertex.PositionColored.Format; device.DrawPrimitives(PrimitiveType.TriangleList,0,1); device.EndScene(); device.Present(); } } /// <summary> /// Our mainloop /// </summary> public void Run() { // While the form is still valid, render and process messages while (Created) { FrameMove(); Render(); Application.DoEvents(); } } protected override void OnPaint(PaintEventArgs e) { this.Render(); } protected override void OnKeyPress(KeyPressEventArgs e) { base.OnKeyPress(e); if ((int)e.KeyChar == (int)System.Windows.Forms.Keys.Escape) { this.Close(); } } /// <summary> /// The main entry point for the application /// </summary> /// public void OnCreateVertexBuffer(object sender, EventArgs e) { VertexBuffer vb = (VertexBuffer)sender; GraphicsStream stm = vb.Lock(0,0,0); CustomVertex.TransformedColored[] verts = new CustomVertex.TransformedColored[3]; // No enter the Vertex Points verts[0].X=150;verts[0].Y=50;verts[0].Z=0.5f; verts[0].Rhw=1; verts[0].Color = System.Drawing.Color.Aqua.ToArgb(); verts[1].X=250;verts[1].Y=250;verts[1].Z=0.5f; verts[1].Rhw=1; verts[1].Color = System.Drawing.Color.Brown.ToArgb(); verts[2].X=50;verts[2].Y=250;verts[2].Z=0.5f; verts[2].Rhw=1; verts[2].Color = System.Drawing.Color.LightPink.ToArgb(); stm.Write(verts); vb.Unlock(); } private void SetupMatrices() { // For our world matrix, we will just rotate the object about the y-axis. // Set up the rotation matrix to generate 1 full rotation (2*PI radians) // every 1000 ms. To avoid the loss of precision inherent in very high // floating point numbers, the system time is modulated by the rotation // period before conversion to a radian angle. int iTime = Environment.TickCount % 1000; float fAngle = iTime * (2.0f * (float)Math.PI) / 1000.0f; device.Transform.World = Matrix.RotationY(fAngle); // Setup our view matrix. device.Transform.View = Matrix.LookAtLH( new Vector3(0.0f,3.0f,-5.0f), new Vector3(0.0f,0.0f,0.0f), new Vector3(0.0f,1.0f,0.0f)); // Setup our Projection. device.Transform.Projection = Matrix.PerspectiveFovLH( (float)Math.PI / 4, 1.0f, 1.0f, 100.0f); } static void Main() { using (MainClass mainClass = new MainClass()) { if (!mainClass.InitializeGraphics()) { MessageBox.Show("Error while initializing Direct3D"); return; } mainClass.Show(); mainClass.Run(); } } } }
  6. BinaryDragon

    TTS with J2ME

    Does anyone know if there is a TTS engine out there that will work with J2ME and leaves a small footprint? I've looked at FreeTTS, and it's J2SE ready but will it work with J2ME? Thanks for any info.
  7. BinaryDragon

    Mobile: BREW or J2ME?

    Does anyone know where I can find stats on what percentage of mobile phones are sold each year or quarter that are J2ME enabled or BREW enabled?
  8. BinaryDragon

    C# Game Tutorial?

    Because, I didn't think about it at the time. A lapse in my judgement. I'm just used to seeing people flaming for just about anything now-a-days.
  9. BinaryDragon

    C# Game Tutorial?

    Thanks. I have to say that you are an upstanding person. Most people I know (and I was preparing for it) would flame the hell out of me for posting something that should of been looked up at Google. I want to thank you for taking the high road. Thanks.
  10. BinaryDragon

    C# Game Tutorial?

    Does anyone know where I can find some good quality C# Game Tutorials? I'm looking to learn sprite animation and collision with C# / DirectX and possible move on to 3D. Most of the stuff I've found is either based off Java or C/C++. Although I know C# an C++ are close, I would like to try and find some that are C# so I don't have to worry about converting the examples. I'm still new to C# and game programming for that matter, and I'm trying to find a good point to jump in. Any suggestions would be great.
  11. BinaryDragon

    What 3d Engine do you use?

    Thank you all for your great info. I looked at the list, and I think I like RealmForgeGDK. But, it's not compilable yet. :( At least not by me. I'm going to look at some others. Thanks again for the info.
  12. BinaryDragon

    When Did You Start Programming?

    11 on a C64 using Basic. Mom thought I was crazy ploting out sprites on graph paper when I as 12. :)
  13. I was wondering how I should approch this. The development group I'm working with are working on our first project. Just a starter project. However, the game uses characters from another game published by a Once Giant in the Industry. Where would I start to be able to make sure that when we complete this game we wont get slapped by lawers. We would like to either sell the game to them (profit share or direct sell) or release the game ourselves via Online Distribution. End result is we would like to use the characters in this game. With out them, it will sort of take away from the game itself. Where do I start? Do I send a letter to the company? Do I talk to a Lawer of my own? Do we just go ahead with production? And does anyone know who I would talk to or where I can find the contact information? The companies website doesn't give a lot of information. www.taito.co.jp thanks.
  14. BinaryDragon

    C# as a Language Choice

    I know C++ is the defaco standard. But what about C#? I still don't know much about the language, but from what I've seen it's pretty slick. Could C# be a good choice for game development? What are the draw backs of using C# as apposed to C++ if there is any? Again, I'm still new to hard core coding (doing mostly the design aspect of things), so if there is a FAQ or another post I should be reading then let me know. I'm not affraid of the flames. :)
  15. BinaryDragon

    What 3d Engine do you use?

    I'm currently looking into a 3D Engine for a Network based Puzzle game, and was wondering what 3D engine you all use and what one do you all think would be a good choice for this type of game? The scenes would be somewhat small, fast action based. Writing in C++/DirectX or OpenGL (haven't decided yet) for the PC platform (might port to Linux or Mac in the future).
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