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About B G

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  1. I am looking for directions to a c++ api for sound that I can use in my app. I am looking for an api where I can read the frequency levels or beats, kind of like windows media player visualisations or something of that nature. I have looked at fmod and a few others but none seemed to have those kind of calls in there descriptions. Just wondering if anyone knew of a library that does this? thanks
  2. The program is started used a *.cmd file Could I edit this to include more paths? ..not sure of the syntax path=c:\BCC55\BIN;%PATH% DOSKEY /INSERT START C:\BCC55\BIN\SC1.EXE exit
  3. I am in college doing Comp Sci and we have visual studio and Scintilla with borland 5.5 both installed. Because of the read write permissions there tends to be a lot of messing and resetting of visual studio. I am trying to develop a small scale Allegro game. How do you include 3rd party libraries with scintilla and borland 5.5? ..can you? Sorry if this isn't the appropriate place.. couldn't find a proper scintilla forum.
  4. I am doing a small, simple 2d game that uses the pre existing allegro 4,circle, rect, line etc functions to draw shapes. The player can move around those shapes on screen and I want to have simple collision. There will also be an editor mode to the game where you can place your own shapes and you can switch between the two modes. In editor mode the collision checks will be between shape V shape, so they don't overlap when being created and in game mode they will be between the player bounding box and the shapes. Anyway, I am thinking of using Seperating Axis Thereom to cover line||box||triangle collision against line||box||triangle and the player in game mode.. then use radius (circle) collision checks for circles against everything else .. Basically would SAT be an issue with Lines? .. is there anything fundamentally wrong with this approach... Thanks
  5. Ask yourself is film lighting realistic? .. even reality shows these days have production teams and make up artists. Did you know private Ryan had a cyan hue throughout the movie to make the red blood contrast more ? My point is it's not always about realism.. its can also be about mood, storytelling, visual style, visual depth, etc
  6. I'm no expert but it seems like its an issue when the collision happens at the vertex. At an educated guess its the two penetration depths fighting? ..and I highlight the guess part Let me know how this works out for you. I'm interested.
  7. I wasn't sure which forum to ask this in .. is there a way to setup visual studio for shader coding? ..syntax highlighting is mainly what I am looking for. I am using vs2010 pro
  8. B G

    Directx setup win7

    Never mind.. solved my own problem Due to my lack of windows development I thought I needed a seperate sdk (microsoft windows sdk 7.1) When I uninstalled it the issues resolved themselves
  9. B G

    Directx setup win7

    Ok ... after reading some more I am now using codesampler.com instead of directxtutorial.com for reference.. as the code may be contentious. I am using vs2010 pro which I believe has the windows api as part of its install? I am using the directx sdk summer 2004 as its a directx 9 tutorial with its include and lib paths I am getting errors which seem to be linker errors (I think?) 1>dx9_initialization.obj : error LNK2019: unresolved external symbol __imp__UnregisterClassA@8 referenced in function _WinMain@16 1>dx9_initialization.obj : error LNK2019: unresolved external symbol __imp__DispatchMessageA@4 referenced in function _WinMain@16 1>dx9_initialization.obj : error LNK2019: unresolved external symbol __imp__TranslateMessage@4 referenced in function _WinMain@16 1>dx9_initialization.obj : error LNK2019: unresolved external symbol __imp__PeekMessageA@20 referenced in function _WinMain@16 1>dx9_initialization.obj : error LNK2019: unresolved external symbol __imp__UpdateWindow@4 referenced in function _WinMain@16 1>dx9_initialization.obj : error LNK2019: unresolved external symbol __imp__ShowWindow@8 referenced in function _WinMain@16 1>dx9_initialization.obj : error LNK2019: unresolved external symbol __imp__CreateWindowExA@48 referenced in function _WinMain@16 1>dx9_initialization.obj : error LNK2019: unresolved external symbol __imp__RegisterClassExA@4 referenced in function _WinMain@16 Do I need some dependencies added or something..
  10. I'm fairly new to coding. Looking to move away from basic console applications to Direct X applications. I'm looking for some guidance as to how to setup a Direct X application. I add the include and lib folders for my installation of DX to my project. Currently I am using June 2010, trying to start out with DX11. I believe you setup the project as a win32 application .. do I need to include microsoft sdk's (.net and windows sdk??) .. in Visual studio do I choose a win32 application? and if yes where is main? ..or should I just empty project as I was doing. I am using http://www.directxtutorial.com/ as a reference in case it matters, not sure if that is outdated or not. I am using vs2010 , windows 7. Thanks in advance for any help given. I understand a lot of c++ (loops, virtual functions, oop etc) but the basic setup is stopping me from jumping from console to DX or win 32. Do I need to setup any additional dependencies?
  11. Still trying to get my head around SAT in 2d. I have read and reread tutorials. I am working on a basic 2d allegro game. Correct me if I am wrong but The order is - get the normal of an edge - project all points from both convex polygons currently being checked onto that axis - get two minimums and two maximums - if intersection occurs check next edge, if not break. The maths to do this is still fuzzy to me... So to get the normal for a line segment, or edge, is the dot product? (x1*x2)+(y1*y2) But how do I be sure the normal is facing the right direction, as the normal can point two directions, or is this irrelevant? Then I project all the vertex (?) using ? ... proj.x = ( dp / (b.x*b.x + b.y*b.y) ) * b.x; proj.y = ( dp / (b.x*b.x + b.y*b.y) ) * b.y; Any hints are appreciated...
  12. B G

    Understanding the sine function

    I had heard sohcahtao before but it didn't really explain the guts of the mechanics to me. The wavelength or graph diagram makes more sense now. Been doing a little more reading. So one radian is a triangle where all sides are equal to the radius? 6.28 approx radians being the maximum in a circle. That means there are 57 degrees approx in 1 radian. Thanks for the help and patience so far
  13. B G

    Understanding the sine function

    I am in the same boat as the poster, never got a clear mental image of sin, cos and tan. So sine is the sine wave.. the name cosine comes from complimenting sine? it is a relationship where they change in unison.. yin and yang almost sine goes up cosine goes down.. and vice versa and tan is gotten by using both sin & cos something like that?
  14. B G

    Convex collision

    Right.. I have done a fair bit more reading The checks are done with the minimum and maximum values for each axis. The bit I still don't get though is what are the axis I should check.. I know I can use the normals to check an axis for each "edge". So if I have a 4 sided shape and a five sided shape that has a potential of 20 checks.. though if one axis doesn't overlap I stop..that right?
  15. B G

    Convex collision

    Collision detection mainly and possibly collision response later on I am making a simple 2d death match game, right now my character moves through my map shapes ..constructed of points By polygon I meant a 2d shape that is convex with n points.. Think diamond shaped boxes ..or hex shapes.. not sure if polygon is the exact term but what I mean is not specifically box/square From a glance at the url each point is project not each edge? Thanks for the url.. I will have a closer look.. Yes I think your right.. I maybe jumping the gun a bit
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