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gusso

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About gusso

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  1. gusso

    porting issue, c++

    Because a) want to learn by example from people willing to teach and share their knowledge and b) I'm dyslexic, some patterns are not visible and I get a hard time trying to understand some problems, it's quite frustrating. Thanks to those who took their time to explain, it's not that I'm unwilling to learn, it's that to me it gets a little harder at times.
  2. gusso

    porting issue, c++

    And why are you answering if you can't either?
  3. I'm porting some code I found in here: http://www.suchit-tiwari.org/download/aawu.c I got stuck at this bit: BYTE rr = ( rb > rl ? ( ( BYTE )( ( ( double )( grayl<grayb?Weighting: (Weighting ^ 255)) ) / 255.0 * ( rb - rl ) + rl ) ) : ( ( BYTE )( ( ( double )( grayl<grayb?Weighting:(Weighting ^ 255)) ) / 255.0 * ( rl - rb ) + rb ) ) ); It's quite unreadable to me. If someone could please put this into normal if clauses that would be nice. I just can't read it. Thanks.
  4. Great! I'll be trying some of this techniques. Are there any other related resources worth mentioning? Thanks.
  5. Uh, as a side note it's worth mentioning that I'm not working on augmented reality, since what I'm trying to do is strictly constrained to a 2D world. I just didn't have a better term for what I'm after.
  6. I'm trying to register rectangular objects that are always flat on the canvas. By registration I mostly mean to correct the rotation of the object so it lies in a straight rectangle on the screen, that way I'd be able to process their contents. This is similar to what photoshop does with scanned photos, the automatic correction. I'm not working with photos per se, they are images (mostly of low resolution) that contain objects of interest (rotated rectangles) and I'd like to 1) extract them (already done this) and 2) register them (having problems with this) For what it's worth, the real world rectangular objects have a few markers in them that I can use as a guide. I thought about finding the markers and calculating the reverse rotation angle and just rotate the entire fragment/image itself. I'm sure photoshop does this by finding the four distinctive points of the image (or actually just two of them on any axis). Any ideas? I did a search on augmented reality / object registration but I didn't get anything worth looking at, perhaps I'm searching with the wrong term?. Should I obtain two markers, the angle between them is the angle of rotation of the entire object?, provided the markers are at the same height / width in respect to each other? It doesn't have to be a fast method either, my actual "object finding" routine is quite gruesome but it works for now. I couldn't find much on that either, since I don't know the proper term.
  7. gusso

    Strating Game Creation

    I'm not much of a game developer, but I can tell you that if this is what you want to do, then only time, dedication and effort will grant you any form of success. An MMORPG is not a game you can pull out of your hat in a weekend, as mentioned it takes big teams of professional developers years to accomplish. I suggest you read on game development in general and start small, see if you like it and go from there. There are tons of tools available, as a programming language you could pick Python as a starting platform, it's powerful, robust, and easy to grasp. Python + pygame will most likely get you started in no time. In the end, however, it's experience and talent that dictates the end results and not necessarily the tools used. Furthermore if you ever want to get into multiplayer + rpg You'd be looking (realistically) at MUDs (Multi User Dungeon) since it's more likely you'll be able to provide server+client for people to host games on, than to host a 500+ user server on your own ( Unless you're rich or your project is so great you actually got investors, it won't happen --- and for this, you ought to be in a legal position to sign contracts and at least have an understanding of basic law anyway ) So in the end it's all about workforce and capital. An MUD is approachable in comparison and that should be your long-term goal in my opinion. Be realistic, study hard and don't be afraid to ask for help or try new things on your own.
  8. gusso

    How to avoid include hell

    Well, I think my compile times went up because (mostly) of the way I'm including things now. Let me show you the hierarchy first: project | base | | manager | | math | | | matrix | | | quaternion | | | vector | | system | | | glee | | | log | | | parser | | | | xml | | | | json | engine | | display | | core | | | audio | | | | etc. | | | graphics | | | | entity the "project" dir (actually labeled as the project name) contains a main header that includes base and engine. "base" itself includes standards such as iostream, string, vector and list, then it includes "math" and "system". "manager" contains templates for object factories, etc. It's included where necessary only. "engine" includes "core" and "display", and each include their children respectively. This is close to the engine hierarchy which makes it easy for me to visualize the whole engine by just looking at the dirs, instead of having to mentally map files with structure from a doc, etc. I can't do it anymore otherwise. Most of the hierarchy was borrowed from a world class game engine, so it appears to be a proven design. Plus that's the way I really want it to be, or close to. My problem right now is that whenever I change a header, tons of other files recompile in exchange and due to that, compile times went up. This and the include paths becoming too long for my mind. Any ideas? aside from "trash it and start again" (which is not an option now :p) What Captain P says makes total sense (and so does everyone else) but I can't wrap around this for some reason... I'm just sick and tired of including the standard headers and my own headers in every single friggin' header I write, it's just too much. That's why I did what I did and it backfired horribly. Thanks.
  9. gusso

    How to avoid include hell

    Thanks for the suggestions everyone, I'm currently reading through the article and will decide which "path" to take next. I guess I could get rid of the specific directories and just keep things grouped up by their genre. for instance inside the math dir I'd put matrix, vector, quaternion, etc. instead of having a separate dir for each class. The reason I did separate them on their own dir is because sometimes a class depends on something else particular to that specific class and I would keep that in the very same dir. Although it doesn't occur too often. I just don't want to have a source soup anymore. I'm thinking I took a literal representation of my engine's design and that wasn't an informed decision. I'm still trying to figure out which solution is the best in this case though.
  10. I designed my engine so it follows a logic path of dirs and files using a comprehensive naming convention. The problem though is that whenever I want to include a header inside one of the many libraries I have to go through this, which is my idea of hell: #include "../../../../base/math/matrix/matrix.h" I must be doing something wrong... But what? I also found that after redesigning my engine to follow this logic path the compile times went to the roof, it now takes much longer to compile than it did before, when I had it all thrown inside a single dir! An idea I had is to create "root" headers that include all of the childs to that parent, so that way I could for instance include just base.h and it'll include the root header at math (math.h!) and in turn it'll include any childs such as matrix, quaternion, vector, etc. Would this be feasible? Does it make any sense?... Right now I'm doing something similar but just to include the standard headers (iostream, vector, list, etc) I really want to avoid such include paths due to the fact that it doesn't make it clear where it's getting the headers from, at least to me. (I forget after a day or two what's 2 paths behind the current dir, etc. even though the ide shows me I can't stand it)
  11. Most of the mainstream audio libraries provide sound input and basic analysis already, so start looking at them to begin with. (BASS, OPENAL, FMOD, etc)
  12. Is there any existent application that resends joystick input to any number of PCs? (server-client model, through udp broadcast or similar) I'm thinking about writing this but in case it exists, please let me know so I can save a few hours. I think some utilities for gaming should already allow this, I've seen people play WoW with many PCs at the same time, but I don't really know where to look at... Thanks!
  13. Hi :) I would actually like to know how it works hence the implementation (and not the declaration). Thanks!
  14. Where can I find the implementation of CreatePerspectiveFieldOfView ? Thanks.
  15. I can't, it's for an ESP type of display for an already existing game. It's supposed to display certain information that the game currently only shows if you have a window opened, which needless to say it's a design flaw. Things I do have access to: 1) absolute positions of the players (including my own) 2) the players view vector (including my own) 3) the screen rect 4) realtime origins of the players (relative to the current node they're standing on?) I think I'm missing the camera information and with that I could unproject the coordinates, right? Thanks.
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