mikfig

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About mikfig

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  1. Haha, thats a crazy story Good luck man! Can't wait to see what happens next
  2. Here is one example from GPU Gems that focuses on the use of multiple vertex streams for a resource manager.
  3. Rendering millions of trees...

    Heh, that's really cool. I have come to think all rendering trickery is some interesting math trick or what not; however, this reminds you that ingenuity doesn't always involve math.
  4. Rendering millions of trees...

    This looks absolutely amazing :D I only have one question: if you didn't simulate atmospheric scattering, what kind of trickery do you use? If you can't answer this question specifically, could you at least answer it in a more general form? Thanks, Mikfig
  5. file updation in vc++

    I think you want the r+ mode then. r+ - open for reading and writing, start at beginning
  6. file updation in vc++

    It looks like its because the mode in which you opened the file. You specified 'a+' as the file open mode and that means "open for reading and writing (append if file exists)". So when you write to the file it will add to it rather than allow you to change existing lines. So I think the mode you want to use is w+ which is "open for reading and writing (overwrite file)". So to change that then you have to change your fopen function call from: fptr=fopen("target.txt","a+"); to: fptr=fopen("target.txt","w+");
  7. really basic HLSL questions

    I think that most people would still set render states to do things like alpha blending and what not rather than writing a shader to do the same behavior. Most of the time using the render states makes a lot more sense than writing a shader for it. Where shaders come in handy is when you want to do more complex things, like deferred rendering, different kinds of lighting models, postfx like motion blur, etc. So generally you would use a combination of render states and shaders.
  8. creating a game engine from scratch

    I don't necessarily know if these tutorials would be better, but if you are already paying $50 then I think it is possible you might get more bang for your buck with this CD. If you do end up buying either one, I'd be interested in how well they work for you. I've looked at these before, but I don't have a random $70 to throw at some tutorials. Hope that helps, mikfig
  9. List of free libraries

    I don't know if this list is still being updated, but this thread is in the Recent Threads panel so here goes. Recast and Detour is a library that creates navigation meshes from meshes and also it includes a path finding library. The library was created by the Lead AI Programmer for Crysis.
  10. Leaving Laptop Plugged In

    Ok lol so then I guess I'm just gonna try not to pay any attention to my battery. Since I guess I don't really have much effect on its lifetime. Thx all, mikfig
  11. Leaving Laptop Plugged In

    Ok, so what I'm getting out of this is I should not leave my laptop plugged in all the time. But instead I should let it drain down to about 40% and then recharge it. And inevitably, my battery will die. Also it is good to leave your battery out of the system completely and not use it, but if a surge comes then your screwed. Am I getting this right, is the general set of opinions? Uh, I wish there was just one straight fact on this, but there is such a mass of different opinions on this issue everywhere I look lol. Thx a lot, mikfg
  12. Leaving Laptop Plugged In

    I've googled whether or not its better to leave the battery in rather than charging fully, discharging fully, repeat. But the answers seem to be mixed, most point towards not recharging as much as you can. Some people say you should just leave your battery out if you're not using it. But I really don't know which response has the most merit. It makes sense that you should leave it plugged in all the time so the battery isn't touched, but it also seems a very valid point that the battery loses charge during the course of a day even if its not used and then it will be constantly recharged if it is kept plugged in. Does anyone have any words of wisdom on the subject? Thx, mikfig
  13. Equipping armor/weapon

    I think this is one of the things scene graphs are good for. It's the concept of different coordinate systems, you have world space, model space, etc. So if you want to have the sword follow the hand then you have to define the sword's position and rotation defined in terms of a coordinate space whose origin is a point on the hand. My linear algebra is really rusty since I haven't touched any graphics code for a while, but I think the transforms from the hand space to world space would look something like this: SwordVertexInHandSpace * HandToModelSpace * ModelToWorldSpace Like I said before, you could look at scene graphs to do this kind of thing. I hope this was a least a little helpful lol, mikfig
  14. Uhhh! Now I feel like such an idiot. The problem was simply this: I declared a function before the operator like this: TYPE GetVariantType() { return m_VariantType; } const however it obviously should have been declared like this: TYPE GetVariantType() const { return m_VariantType; } Stupid! Stupid! Stupid! :P lol Thanks anyways, mikfig