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violentrevolution

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  1. As generic as it sounds, I want to be able to run a game within the plugin window on my browser (across OSes) itself. I am aware of going the current conventional method of using HTML5 or Flash(?) to develop games which can be embedded in browser easily. But what if I actually want to run some multiplayer classics like AOE, WoW, etc. (maybe even single player games as well) from inside the plugin window itself.   There is technically one way to do this by running these games on a VM (with OS that supports these games) and then screen scraping to render the same on the plugin window on browser. (I have working prototypes of this and it's possible) But then ofcourse, it's going to introduce latency issues, slowness, bad user experience, etc.   So from a native handling perspective, if I am correct, the biggest pain point will be D3D based games, which might not be written for non-fullscreen mode. Other than this what else can be an issue?   I am quite serious about this stuff and want to know some really good ways of doing this.   You may assume that I have plugin and UI components already in place to handle everything, just the game embedding bit is left.
  2. In D3d9, you can try using D3DXCreateCylinder. There are tons of working examples you can find on the web to use this method.
  3.   I like this idea itself very much. It might not be as novel but is good nonetheless from a city builder game's perspective. Even though my own idea for this might also not be something unique but anyhow, lets see.   There is a military raid going on, and you're one of the soldiers (maybe the best killing machine as well) in this raid. The reasons for the raid are unclear but you being the ideal soldier just believe in carrying out your mission. Once you've killed them all and razed the city to the ground, you stand on one of the ruins of a building and look around admiring your yet another feat. Then you catch sight of a few disturbing scenes that instantly spark something inside you. Few ideas for those scenes can be : 1) A small girl, without a limb, sitting beside the dead body of her brother, and there are no human emotions coming out of her. 2) An old man trying to pick up pieces off the ground, looking for the remains of his home where it once used to be. 3) Fire rising out of a temple with a priest sitting outside praying for, maybe dead people or peace?   This should trigger a change in the soldier's outlook on things and he swears to do a full cycle from destroying cities to building them. And that's when he walks off into the darkness, pledging that no more destruction. Rather amend for this by building a new city.
  4. Whenever window gets resized, I usually take the following approach. This should work for you as well.   d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;   GetClientRect(winh, &winRect);   //Use winRect to calculate winHeight and winWidth.   if(!fullScreen) { d3dpp.Windowed = TRUE; d3dpp.BackBufferHeight = winHeight; d3dpp.BackBufferWidth = winWidth; } else { d3dpp.Windowed = FALSE; d3dpp.BackBufferWidth = (LONG) ::GetSystemMetrics(SM_CXSCREEN); d3dpp.BackBufferHeight = (LONG) ::GetSystemMetrics(SM_CYSCREEN); d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; }     D3DDISPLAYMODE d3ddm; pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm); pd3dpp->BackBufferFormat = d3ddm.Format;   // Call CreateDevice
  5. Delay loading this dll should solve the problem. Basically, use the effects if the dll loads successfully, otherwise use the D3D pipeline itself. Above is applicable only when it isn't absolutely necessary to use effects. This particular dll isn't necessarily present on all the machines. It's generally present under system32 folder. It's true that most distributables are shipping this dll to strictly use effects.
  6. In addition to what Jason mentioned in his posts, you should not try to achieve any kind of 3D modelling using sprites, unless you want to make things really hard and inefficient for yourself. Some challenges are worth not taking. FYI, it's generally the other way round i.e. sprites are created out of 3D models. For your particular requirement, it's better you go with polygonal mesh.
  7. Issue is a direct outcome of illegal usage of D3DPRESENT_PARAMETERS object with fullscreen mode. One I can spot straightaway is Windowed flag should be false when going to fullscreen. But this is not happening anywhere in your code. Change your onResize method accordingly, catering to the scenario when you are entering full screen mode.
  8. The solution to this problem is mentioned in your query itself. This is an offset issue. You're expecting that when you draw the cursor, you're drawing it with pointer tip at x,y. But infact you're drawing the whole cursor rectangle with it's top-left tip as x,y. So you need to make a small correction to the cursor position before drawing. Use standard height/2, width/2 correction, that should do the trick.
  9. Between the 2 methods you suggest, use the first method i.e. go with using a function each time that returns a frame. IMHO, both of them are not the best ways to go about this problem.
  10. Looks like an ordering issue. Make sure that you're releasing your resources in the reverse order of creating and setting the corresponding pointer to NULL.
  11.   UV mapping is indeed used to render 3D models in 2D coordinate map, with U,V being mapped to X,Y. So you can use it for any kind of 3D model. The only change your VB will need is to keep in line with the above rule.
  12.   Not clear what identity are you looking for in your vertex declaration. The main code that you have shown (between VB Lock/Unlock) is basically UV mapping of your VB.
  13. DX11

    That's a whole lot of questions and not much clarity on which problem do you exactly stand. However, this thread should answer your queries : http://gamedev.stackexchange.com/questions/17602/what-happened-to-fx-files-in-d3d11
  14. Quite a few possibilities for not seeing packets getting transferred. Firstly check if you're not behind some VPN or anything. 95% of issues with wireshark not giving expected capture output is due to VPN, firewall, etc kind of troubles. Then you need to check if there is some torrent network up on your machine. Torrent softwares tend to screw up Wireshark bigtime. Actually, most of the issues with Wireshark not working, unless you're on Mac, are related to above 2 reasons. And ofcourse, most popular reason is running capture on wrong network device. :-)
  15. One more thing to add to the plot, maybe not directly related to the dragons is "why would humans want to go to war with dragons?" If what humans are after is also a source of dragon's powers then this can be a starting point to create a culture of dragons based around this relic. What I have suggested is probably no different than a movie plot like Avatar's or tons of other such stories, but this is one obvious building block that needs to be there. I have seen most games fallout because of a weak reasoning. And specially since this is an RTS, sound reasoning does matter.   Now for example, say humans are after a volcano, called Orodruin (for convenience), which contains a seamingly endless supply of gold, but this is what also powers the dragon kingdom i.e. source of their unending fire, then a dragon culture would involve 1) shrines built out of lava. 2) schools where the power of fire control and use is taught. 3) architecture where lava is basically used to extract and build necessary elements for building them 4) clothes that draw heat force from nearby volcanic activities and rejuvenate dragon health supplies or basic fire power for that matter. 5) caves inside volcano for home but furnished with all necessities a dragon can need 6) dragon festivals that include occasional drop-the-ring-in-the-volcano festivities. ;-)   Hope this gives some direction to your ideas.