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About sormjs

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  1. Sadly, I need this as an "embedded" feature of my game engine. I'm often using Fraps for video capture, but this time I need something I can use within my application. Does DirectShow that can capture videos from a device can also do this from the renderWindow? http://msdn2.microsoft.com/en-us/library/ms787899(VS.85).aspx Js
  2. Hi, I would like to integrate in my game an option to create a video by capturing what's in me main render window. Is there a simple way to do this? I would like to stick with DirectX (9) and DShow if possible. I saw a couple of reference on how to capture from a device with DShow but nothing from the render window. If nothing does it directly, can I create easily a video from a series of screen shots? Thank you! Js
  3. I have an application where the resolution of my render window can be changed. To resize my render window I need to re-initialize the D3DDevice which in turn requires me to re-load all my textures. I was wondering if anyone knew a good way to do this. For instance, since I have already loaded the textures into memory, is there a way that I can grab them from memory instead of having to load them from the disk again? Thanks in advance sormjs
  4. Hi Tok, Thanks for your feedback. You are right for static objects, but I'm doing an application were the objects can move in between tiles. That's why I'm using a "per level" algorithm. So think a character moving on a tile base grid. If we are using only a back to front algorithm, the character will be moving in between rendering "plane" and the, is feet will be render before the floor that is in a lower plane or if he's walking on a set of objects, before theses objects. Se we'll loose his feet every time is walking. That's why I'm using a per-level system. But I progressed on my problem. By working on the algorithm, I achieved to solve almost all my rendering issues. My only remaining problems are with ramps, when my object is moving "in-between" levels... I'm still working on this! Js
  5. I have created a simple isometric game engine. I am encountering some rendering issues with objects transitioning between tiles that are taller than one unit. I've looked at several forums and articles about isometric depth sorting, but didn't find anything that worked. The basic algorithm involves rendering from back to front and bottom up (back to front on a per level basis, since I have multiple heights). The obvious problem is that the object that is higher than one unit is cut off by other objects at the higher level. To resolve this issue, I modified the algorithm to draw by level up until an object that is higher than one unit and then draw the level(s) above until all the objects "behind" the higher object is drawn. After this, I go back to the unfinished lower level and finish it, then continue as before drawing by level. This does cause some other issues, however. It is not clear which objects are "behind" the taller object when it is transitioning between tiles. Does anyone have any ideas or suggestions? Thanks in advance.
  6. Hi, I'm searching for an "easy" way of automating a DirectX Device Lost in C++, in order to include this scenario as a functional test in my continuous integration process. Ideally, I would like to avoid having to call an external process (such as an Auto-it script that would prompt the Security Dialog). Is there any DirectX instruction I could call that would have the same effect? I tried switching to Full screen but it does not trigger any device lost. Thank you for your help! Jean-Sylvain Sormany
  7. sormjs

    Opinion about game engines

    Thanks for the link, but it's from there I took my original list. Also, according to this thread we can't rely on this site for impartial comments... http://ask.slashdot.org/comments.pl?sid=236341&cid=19286521 "Do not trust Devmaster.net, it's sponsored by Garagegames and is heavily biased, in it's top 10 list of commercial game engines (http://www.devmaster.net/engines/) Torque is always listed first, even when the site's very own ratings system shows TGE as only have 3.5 stars when the likes of C4 has 4.5 and TV3D SDK 6 has 4!." Anyway, it was a good source for getting first list of engine, I now needed more feedback from people that used these engines and can tell me if their be suited for my needs. I'm always skeptical about site like Devmaster. I remember, having work for AAA studio that their were people hired to put good comments on these kind of site! Thanks! Js
  8. Hi to all, I have a question that seems to have been debate in many occasions, but still, as every case is different, I did not find a discussion that fits my needs. I'm working for a small studio and we are using know Torque Game Engine (not the advance one). We are starting new project and think of a change of engine. TGEA is still in the list of possible replacement engine. Because Torque Engine still got a lot of messy code we are not sure it's a good idea to stick with it. I personally spent a month removing compiler warnings, optimizing code and fixing issue with new hardware and OS and GG was not of a great support. So, I need to evaluate other possibilities. The good thing is that the studio is not limited to low cost engine but we can't afford engine that has royalties such as Valve, CryEngine or Unreal. The engine must allow us to commercialize the product without the sources (GPL licence engines are out of question). We have several programmers (C++, cross platform) so it does not need to be a really high level engine. Here's the list of "must have" of our next engine : - DirectX 9.0 support (with the feature that come along) and older DirectX fallback - Good physic engine - Must have Networking capabilities - XBox 360 compatible (Next projects will be cross platform) - Good editing tools (Programmers want to focus on improving AI and engine, not building content) - Full access to source code Do you have any suggestion? Here's the list of possible engine / Libraries I'm currently evaluating, but you may have other suggestion, or comments on some of them : 3D GameStudio Beyond Virtual C4 Engine Ca3D Gamebryo Glacier Game Engine Jupiter EX KjAPI NeoEngine 2 Quest3D RelentENGINE S2Engine Shark 3D Torque Game Engine Advanced Vicious Engine Vision Game Engine 2 Visual3D.NET [Edited by - sormjs on August 3, 2007 10:45:12 AM]
  9. I found out what instruction causes the problem today. Torque use glDrawElements function to draw meshes on screen. Before and after the loop of drawing primitives with DrawElements, it calls glLockArrayExt() and glUnlockArrayExt() functions. I'm not sure to quite understand what is the purpose of these functions, but I can definitively says that, under Vista with an ATI card, it causes me a lot of troubles. Removing those call does not seem to affect the rendering and solve this issue. Does someone know what thoses functions are meant for? Do I take a rick by removing them? Thanks!
  10. It means that we already asked the development team and they answered that Vista is not in their target for now. They don't have ressource and they can't help. They are focussing on TGEA... Anyway, I'm willing to spend some time on this problem, but I need help on "how to debug" these kind of graphical glitches (Torque or not). Obviously, values passed to the OpenGL library are valid. Has it work with other video cards, I suppose that OpenGL is also doing the good thing. There is probably a call that the ATI X1000 series does not seem's to treat well, but identifying it seem's to be a difficult task without proper tools. Thanks, Js
  11. Hi to all, I currently work on a bug with OpenGL under Vista using latest driver on an ATI video card (X1900) with the Torque engine. Some polygons are stretched to the infinite and I can't figure out why. As I did not work a lot on OpenGL debugging, I'm a little bit lost. I can confirm that this problem does not occur on XP nor under any NVidia card. I already ask ATI, but we must be business partner to get decent support... GarageGame does not seem's to care, although all their OpenGL applications got this problem. I figured out today (by debugging with GDEbugger) that calling glFlush() after each draw command seem's to resolve the issue. (But, obviously it's not a viable solution because of performance). Does anyone has an idea on what could cause this problem? If you don't, any idea on how to attack these kind of problem? Thank You! Jean-Sylvain
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