exoity

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About exoity

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    Rainbow Princess
  1. Graphics Programming book?

    I would recommend http://www.amazon.com/Practical-Rendering-Computation-Direct3D-11-ebook/dp/B00918NNIS/ref=zg_bs_3922_26 . It is currently the most indepth book out there, in my opinion. There is also sample code for the book, which is also well documented.
  2. Tutorials, books on doing GUI design and programming?

    [url="http://www.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/0763778885/ref=sr_1_1?s=books&ie=UTF8&qid=1353481621&sr=1-1&keywords=game+engine+gems+1"]Game Engine Gems, Volume 1 [/url]has a great chapter on GUI programming named "A GUI Framework and Presentation Layer".
  3. GameDev Chat Nazis

    While I was not in during this occurance, the channel is actually ran rather well. There is an alternative, which is #gamedev on freenode, however, I think you would agree that this channel is much better.
  4. If you want to use D3D11_APPEND_ALIGNED_ELEMENT for the AlignedByteOffset then it will need to be in order I believe.
  5. Global Variables

    For avoiding global rendering variables, I create to classes. One named "RenderInterface" and one named "RenderUtility". RenderInterface does much of the heavy lifting of getting the scene ready, such as Begin,Present, setting blend modes, initialize the graphics api, etc. This does not get passed around and stays in my "Application" class. RenderUtility will be used as a utility to create things such as vertex buffers, index buffers and render streams, etc. This will get passed around slightly, but is still rarely passed around. Neither one of these classes are registered as singletons, but in order to build a RenderUtility, it needs to have a valid RenderInterface passed in.
  6. What is wrong with this code?

    My first suggestion is to not use Dev-C++, please read this article for why http://www.jasonbadams.net/20081218/why-you-shouldnt-use-dev-c/ It would also be helpful to post the error/warning logs so we can see what errors you are getting
  7. Confused about C++

    For more information on why not to use Dev-C++, check out http://www.jasonbadams.net/20081218/why-you-shouldnt-use-dev-c/ I would also highly recommend using Visual Studio 2010 Express
  8. What Graphics Library to use?

    I would recommend using DirectX, in fact, tomorrow the book "Beginning DirectX 11 Game Programming" will be released on Amazon. I have read the previous two books in the series and they are a great introduction to the API. If you do not want to start with DirectX 11, you can read, "Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach". While it was published some time ago (2006) the information in there is provides a great introduction. You should be prepared to hit some heavy math though for whatever API you want to pick up. You will need to know matrix and vector operations thoroughly. Beginning DirectX 11 Game Programming : http://www.amazon.com/Beginning-DirectX-11-Game-Programming/dp/1435458958/ref=sr_1_1?ie=UTF8&qid=1305571236&sr=8-1 Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach : http://www.amazon.com/Introduction-Game-Programming-Direct-9-0c/dp/1598220160/ref=sr_1_1?ie=UTF8&s=books&qid=1305571327&sr=1-1
  9. Managed C++ for game tools?

    [quote name='Ukrzuel' timestamp='1305498992' post='4811244'] I've used C# for a level editor that exports files for my Engine, however I would rather just stay with C++ instead of swapping back and forth. [/quote] By "swapping back and forth" do you mean swapping code files back and forth or do you mean the language change? If by that you mean swapping code files, I would recommend putting them into a .lib or .dll file. If by that you mean swapping languages, I would recommend using wxWidgets. It is great for making tools and several game companies use it for their internal tools (when using C++). However, it might be worth learning C#/WPF for building your tools. Some may consider it fast for prototyping and if you are looking to create tools professionally, a lot of studios use C#/WPF for their tools.
  10. Programming Lifestory Anyone?

    Now this is a story all about how my life got twisted upside down and I'd like to take a minute just sit right there I'll tell you how I became the programmer of a language called Basic In East New Jersey born and raised on the playground where I spent most of my days chilling out, maxing and relaxing all cool and all solving some math outside of school when a couple of guys they were up to no good started making trouble in my computer class I got in one little battle and my mom got scared she said your moving and not bringing your Altair I whisted for a cab and when it came near the license plate said Roberts and had dice in the mirror if anything I could say that this cab was rare but i thought nah, forget it yo bring me to an Altair I-pulled-up to a house about seven or eight I yelled to the cabbie yo home, smell you later looked at my kingdom I was finally there to sit on my throne where I had an Altair
  11. It appears that you may have some sort of alpha blend still on, have you checked the output merger in PIX?
  12. C++ macros

    I use macro's only when necessary, for example, I am working on a component factory that has static ids for each component type that is registered to the component factory. In order to have a garuntee that the static variable will be generated in the lib, I use generic static functions. With macro's (and being able to stick tokens), this helps out a lot. Example code, [code] #define COMPONENT_FORFACTORY_DEFINTION(classType, className) \ S32 classType::m_ComponentID = ComponentFactory::GetInstance().AddClass<classType>(className); \ void classType##::##classType##_StaticVerification() { } [/code]
  13. [quote name='jviruss' timestamp='1299078829' post='4781009'] [code] float value = length(position - m_WorldCameraPos); [/code] [/quote] This value is never used in your vertex shader, is this on purpose? Have you tried to render your scene without rendering to the texture, if so, are you able to see your geometry then? Have you tried to render this in PIX and investigate the current results in there?
  14. Review my resume

    I do not have a critique on the actual computer science related portions of your resumes, but I would suggest blacking out your name, address and telephone number when positing it on a forum such as this.
  15. First Game Industry Interview

    It should be obvious, but do not say you are knowledgeable on a subject but can't answer basic questions on it. I am on the interview team for my current employer and I can tell you that nothing makes you worse then you saying "I have experience doing ___", then I ask you how you would solve a basic question and you blank out on it.