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CrimsonGT

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About CrimsonGT

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  1. This is more of a general question than anything concerning the two specific libraries, however I am extremely confused on this topic. I began setting up a Kinematic Character Controller in Bullet for my game yesterday, and I am using Ogre for my Rendering Engine. My character mesh (in Ogre) is animated, but I am now confused on how exactly I can get an accurate physics representation of it into Bullet. For a simple game, I understand you can just use a primitive shape to encompass the general size of the character, but for something like an FPS game, having an accurate collision mesh is necessary. So my confusion is how exactly would I use a collision mesh with an animated mesh? Just taking a shot in the dark, I was thinking perhaps you give the collision mesh bones and then merge them with the relative bones on the visible mesh to make sure it is accurate. Anyways, I am just extremely confused as to how a physics collision model is kept accurate during gameplay when the character is animating.
  2. I didn't know what to Google for this, everything was coming back with how to write .dll files. Is there a way to change where the compile application looks for the .dll files? I have always put them in the root folder with the application, but would like to move them to a "bin" folder if possible.
  3. CrimsonGT

    Guis that can be skinned

    CEGUI is a pretty complete package and has tons of skinning options.
  4. CrimsonGT

    MSVC Debugger auto attach

    Awesome, thank you for the help.
  5. CrimsonGT

    C++ or c# with Ogre or other librarys

    C++ is the most efficient, but C# isn't bad if it isn't a production game.
  6. Im messing with the "Debugging" section of the Configuration Properties in my project. I want to have it auto attach to my .exe when I click the "Start Debugging" icon. The problem is that in my Post Build event I copy the .exe to a different directory where all of the necessary .dlls and content files are. What should I be putting for Command, Command Arguements, and so on? Im assuming Attach is obviously a yes. Debugger type as Auto. Im assuming the Working Directory needs to be the directory I am copying the .exe file into?
  7. Hey, Thanks for the response. My problem is that I am extremely unfamiliar with this, and I am just not sure where to go after I parse. What exactly are the child elements? I am assuming all html tags such as li, a href, etc are child elements. Qt has something like this QDomNodeList e = d.elementsByTagName("li"); So I am just wondering after I parse the string, what do I need to do to find the last two elements of the list? I see FirstChild(), LastChild(), etc. Just not really sure on how to use them to do this. This is what the html source looks like... http://ampaste.net/m54367016 (Sorry, tried to put it here but the code tags didnt work, keep formatting the HTML tags) I basically need to get sourcemod-1.3.2-hg2947.zip and sourcemod-1.3.2-hg2947.tar.gz from that page. (These change everyday which is why I need to do this)
  8. I just added TinyXml to my Project, but I am not very familiar with XML and parsing. I am downloading the website source to a std string (done). The website is basically one large html list (http://www.sourcemod.net/smdrop/1.3) and I need the last two elements from the list. All of the examples and tutorials I have found for TinyXml are based around reading XML out of a file, or writing to one. I am really at a loss here as to how I can find the last two elements of the list (which are webpage links). Any help is appreciated!
  9. Wasn't sure if this should go in Math & Physics or Alternate Libraries, so I hope no one yells at me. I started implementing Havok physics into my Ogre game today, and I am using the new terrain system from 1.7 which saves the terrain data in a .dat file. After looking through all of the related demos that come with Havok, I think I understand how they do the collision mesh for terrain, but I am unsure of how exactly to implement it with Ogre. Here is link to snippet I found (easier to read as a link) http://ampaste.net/f79cbe28d From what I can tell, it should be pretty straight forward to implement. It looks like the demo's "MySampledHeightFieldShape" class has HK_FORCE_INLINE hkReal getHeightAtImpl( int x, int z ) const which I assume I would replace with Ogre's GetHeightAt() function. Sorry for the newbie questions, not really any good tutorials/snippets/documentation on Havok/Ogre, and im kind of blindly jumping into this as I have always used wrappers for Physics.
  10. Im about to pass out, just wanted to pop back in here and say thanks to you and MaulingMonkey in the irc chat, I got this working. The issue was the .\\ for the domain. By removing it completely it worked fine. So thanks very much, and to anyone who runs into this in the future, theres your fix, dont use a domain at all for that struct if its a local host.
  11. Ah that makes life easier :) This should be the last question, but I am getting "the connection was denied because the user is not authorized for remote login" when I attempt to connect with any of the accounts. I double checked the box, and it did indeed add the account, but it didn't add it to the group. I printed out the error log and it was "STATUS: ERROR_NO_SUCH_MEMBER". Heres my updated code for AddToGroup() void AddToGroup() { LOCALGROUP_MEMBERS_INFO_3 lgmi3; DWORD dwLevel = 3; DWORD totalEntries = 1; NET_API_STATUS nStatus; LPCWSTR TargetGroup = L"Remote Desktop Users"; LPWSTR DomainUser = L".\\BrettXFactor"; lgmi3.lgrmi3_domainandname = DomainUser; nStatus = NetLocalGroupAddMembers(NULL, TargetGroup, 3, (LPBYTE)&lgmi3, totalEntries); if(nStatus == NERR_Success) { Msg("Added to Group Successfully!\n"); } else { Msg("Add to Group Failed!\n"); } }
  12. Ah awesome, that was my mistake then. One other question then, how do you get the domain of another user?
  13. Hey all, Basically I am running under the Administrator account, so full access/privledges. I am trying to create a new user with NetUserAdd() and then add them to the "Remote Desktop Users" and "Administrators" groups (havent made it to the admin group yet) but this is my first time using the Windows API so I think I am confusing myself. Hoping maybe you guys can shed some light. The code compiles fine, the problem is that I can't figure out how I am going to specify the user account to add to the group. From what I understand, "lgrmi3_domainandname" is the name of the account your logged in on, not the one your adding. (My account creation works fine, I just cant figure out how to add them to a group without being logged on as them) void AddRDPUser() { USER_INFO_1 ui; DWORD dwLevel = 1; DWORD dwError = 0; NET_API_STATUS nStatus; ui.usri1_name = L"BrettXFactor"; ui.usri1_password = L"XfactorsServer96"; ui.usri1_priv = USER_PRIV_USER; ui.usri1_home_dir = NULL; ui.usri1_comment = NULL; ui.usri1_flags = UF_SCRIPT; ui.usri1_script_path = NULL; nStatus = NetUserAdd(NULL, dwLevel, (LPBYTE)&ui, &dwError); } switch (nStatus) { case NERR_Success: { Msg("SUCCESS!\n"); break; } case NERR_InvalidComputer: { fprintf(stderr, "A system error has occurred: NERR_InvalidComputer\n"); break; } case NERR_NotPrimary: { fprintf(stderr, "A system error has occurred: NERR_NotPrimary\n"); break; } case NERR_GroupExists: { fprintf(stderr, "A system error has occurred: NERR_GroupExists\n"); break; } case NERR_UserExists: { fprintf(stderr, "A system error has occurred: NERR_UserExists\n"); break; } case NERR_PasswordTooShort: { fprintf(stderr, "A system error has occurred: NERR_PasswordTooShort\n"); break; } case ERROR_ACCESS_DENIED: { fprintf(stderr, "A system error has occurred: ERROR_ACCESS_DENIED\n"); break; } } } void AddToGroup() { LOCALGROUP_MEMBERS_INFO_3 lgmi3; DWORD dwLevel = 3; DWORD totalEntries = 1; NET_API_STATUS nStatus; LPCWSTR TargetGroup = L"Remote Desktop Users"; LPSTR sBuffer = NULL; memset(sBuffer, 0, 255); DWORD nBuffSize = sizeof(sBuffer); if(GetUserNameEx(NameDnsDomain, sBuffer, &nBuffSize)==0) { Msg("Failed to add User to Group\n"); return; } lgmi3.lgrmi3_domainandname = (LPWSTR)sBuffer; nStatus = NetLocalGroupAddMembers(NULL, TargetGroup, 3, (LPBYTE)&lgmi3, totalEntries); }
  14. I wrote a small game using Ogre3D to learn on. Most of my programming experience comes from modding so it was a big change for me, and I am learning a lot of stuff I never needed before. I decided I wanted to try making a small "game engine" to power my game for learning purposes (migrate over some of the general stuff that could be used in other games I write in the future so I dont keep rewriting the wheel). As I looked into it more, I dont really get it. When you write a .dll and then include it in your project and link to the lib, you still have to include the header file, and call the function. I dont really get how this is any different from just including the header file except maybe you dont have to have the source file added to the project when using a .dll? Anyways, I appreciate whatever information I get, I am just trying to figure out what the point of using .dlls is, as it seems pretty much the same as just including the header file with the needed functions in it. *NOTE* I havent slept in a while so this might sound really stupid when I wake up. Hoping to get some insight on the subject though :)
  15. Ive been learning about this off and on for 24 hours, and finally used some scripts I found and wrote my own. Problem is, when I click subscribe, it takes me to paypal.com but shows me the message "Sorry — your last action could not be completed". Im hoping someone can spot what im doing wrong because I really need to finish this up. orderform.php http://www.ampaste.net/m6f0b4f7c paypal.php (IPN Handler) http://www.ampaste.net/m3c9fc445
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