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Overburn

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About Overburn

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  1. Hello, I need a character creation system (simmilar to the ones found in oblivion/fallout3/etc) for my project. The problem is, I don't know where to start. Anyone got any tips or ideas or resources worth reading? Thanks.
  2. Overburn

    What comes after tetris?

    I blow at logistics , so I find it easier to work alone for the time being. That's why I so love procedural content generation. It's somewhat easier for a one-man team to handle. You might want to consider it.
  3. Overburn

    C++ DirectX 10 Confused

    The directx tutorials that come with the sdk are the best way to learn directx. And don't worry if the docs say that something shouldn't be used for professional game development. You aren't doing a commercial game, you are learning an API. And the sequence of tutorials in the sdk is a very natural one that allows you to understand key parts of the API before you move on. As far as complex models go, you will eventually grow accustomed to the API and only then I recommend that you code a mesh loader. Or you can use one readily available on the internet, but you need to understand how it works first. Don't rush into things because you'll regret it later. Also, try to have a solid grasp on C++ before you go and learn advanced APIs like DirectX. While you can somewhat use them even with limited programming knowledge, you won't be able to achieve anything meaningful with them beyond the beginner level.
  4. Overburn

    Perlin noise tutorial

    currently i'm extremely busy and i don't have time to fully analyze your code, but my suggestion would be not to use the MathExt library and implement the perlin noise procedure by using your own code (except for the standard c libraries of course). That is, write the cosine interpolation function and the others, yourself, instead of using MathExt for it. I think it would give you the desired result. When i implemented this, i got what i needed and it looked nowhere near what you've got. If you apply my suggestion and it doesn't work, post it and i'll try to look over it more thoroughly.
  5. Overburn

    Pros and cons of singleton classes

    i don't really see the purpose of singletons. if a specific object is meant to exist only once, then add that in the documentation. There's no point in artificial limitations that just further complicate potentially already complicated stuff. Maybe an experienced programmer would be able to use multiple objects of the same type in an innovative way. Which wouldn't be possible if the class was singletoned. Say a few programmers screw up because the class isn't singletoned. Then they should read the documentation, not blame the creators of the say library because they didn't singleton the class.
  6. Overburn

    Perlin noise tutorial

    well, it could fill anything with random numbers. you don't have to put those number in a vector or bitmap. you can generate a huge diverse landscape, and the huge diversity factor would depend on the periodicity of the random function. And you can assign vertex positions in real time , not necessarily store them into a vector and then apply them to the vertices. That way, with a simple equation you could create a landscape that would theoretically span to infinity without needing infinite space. Of course, the landscape would repeat itself after the period of the random function would be reached ,but the period could be 2^1997 vertices if you would use the mersenne twister rng for example. And your example of how you fill a bitmap is simply a perlin function being called. That perlin function could look pretty much the same as the example i posted, only you would have it already implemented and not need to implement it yourself. But i find that it helps to know how the functions you use work on the inside :) Especially during debugging. + The benefit of the DIY approach for simple functions would be that if you only need say the perlin noise function out of that huge library, you could simply implement it yourself without adding al the other library functionality you wouldn't use to the executable.
  7. Overburn

    Perlin noise tutorial

    no, it only returns one value. as you can see , the InterpolatedNoise function has an "i" appended to it's right. That means that it calculates the value of an interpolated point at a specific coordinate ,which coordinate is not generated by the noise function. and i don't think that it would be that complicated to generate a map of the values outputted by a loop of noise functions with different seed values.
  8. Overburn

    Multiple meshes in DirectX

    e3d is right. By manipulating the world matrix, you practically manipulate all the N entities you have in that world. But each of the meshes must have it's own matrix in order to manipulate it separately. You just can't incorporate a potential infinity of objects in just one matrix :)
  9. Overburn

    Books or Blogs on procedural terrain?

    Well , procedural terrain , streets and even buildings can be achieved by using Perlin noise. It's basically a noise generating procedure uses random numbers generated based on seeds. That is, for each seed, a unique number is generated every time that seed is provided. Then it interpolates the values and creates a continous function graph (if my math doesn't deceive me). For example, for a terrain generator you would need a 2D noise function and for roads you would need a 1D noise function. Then you can use the same noise principle to generate buildings that would take any positions you would like provided you adapted the function to certain constraints. Well, i've talked enough and in the event that i wasn't clear enough, here is a good perlin noise tutorial: http://freespace.virgin.net/hugo.elias/models/m_perlin.htm
  10. Overburn

    designing a two player game

    1. the each player's function will be called n times with another value each time. just do the main loop like this: loop { computePlayer1_1Step(); computePlayer2_1Step(); } 2. use threading
  11. Overburn

    Hello, I'm New (to Everything!)

    well, there are many fields you need to be proficient in , in order to create games such as the ones you speak of. and the programming languages are the least of your concerns. If you successfully learn c and another language, then you could generalize and learn other languages much faster than you would initially as most of them use similar concepts. it would even be possible to model a game in pseudo code and then implement it using the language of your choice. but you need to have a solid grasp of general and specialized algorithms ,software engineering and much more.
  12. if you're using visual c++ you can try: enum e : type t { [enum] }; x=sizeof(e)/sizeof(t); x would be the enum size don't know if it works on other compilers though
  13. Overburn

    scripting in games (like Lua)

    http://csl.sublevel3.org/lua/ here's an intro to lua and c++ (providing you are using c++) the thing with scripting languages in non-critical parts of your application is that it solves 2 problems at once. First of all, you wouldn't need to recompile when modifying a lua script and second, it would enable non-programmers to work on the game.
  14. Overburn

    Procedural planet generation

    thanks guys. I think the perlin noise algorithm will work so i won't have to store pretty much anything on my hard drive (at least regarding the geometry). @jpetrie: i hardly believe that resolution would be an issue as the planet will be 100% procedural, and only small patches of it will be fully loaded to memory and that with LOD applied.
  15. I have been looking at some procedural planet softwares on the forums but i have a question. How do i generate a planet procedurally? I came across the diamond-cube algorithm which would do the job, but I want to generate the same planet every time i start the application , not some random variation. That's where i am stuck. Every implementation that i came across the internet generates random planets everytime it is ran. And saving a planet to drive is far too impractical as a planet roughly the size of earth with a 1m polygon resolution would fill quite a few 2TB hard drives, which I don't have. Not to mention that the uploading on the net would be impossible. But i quess there is a solution to this, as most of the planet generators on this site are below 20MB. So, does anyone have any answers?
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