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About agahpt

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  1. Just finished the 2nd Tutorial, I'll now be working on the third that covers device initialization, default state and the game-loop.
  2. Check at Microsoft for installation problems I once had problems installing a program and I fixed it with a tool from Microsoft I just don't remember where I got it.
  3. Hi guys, I've been working on this project for a month now, and I thing I should go public with it, as it looks very nice. I created a site with a tutorial series about building a framework in C# using the SlimDX lib and DX10. Anyway I would like you to check it out and tell me if it is worth continuing, and/or you want to participate on it. Anyway I just expect some C&C the tutorials are just beginning I got one done and one coded. Enough talk, just jump into the site and thanks anyway! Site: http://hframework.co.cc [Edited by - agahpt on January 16, 2010 7:56:05 AM]
  4. agahpt

    D-Space Empires

  5. agahpt

    D-Space Empires

    Recently me and a friend had to develop an app for CG class. We decided to make it in C# + MDX for coding. Im posting here because I wanted to hear some c&c to see if you 3 - 4 weeks work were worth it. Bear in mind that this is not an actual game (meaning it doesnt have a story, there are no sounds) Think of it as a tech demo of 3 to 4 weeks work. (also not working full time on it) Known issues: - Minimizing and maximizing causes a crash; - There is no "you lost screen"; - Yes the AI is dumb (there isn't any AI the enemy just moves forward); Requirements: - Shader Model 3 Graphics Hardware (i think its needed). Note: - The file is 130mb, and it contains everything you need to run the game. - if you find anything you want to use on your projects, you can ask me for the source, or use it and just tell me. Gameplay: Defend your base at all costs. You must survive waves of incoming enemies. Lets see how much time will you last. The installer can be found here. Hope to hear some c&c! And thanks for testing if you do. [Edited by - agahpt on June 18, 2009 5:09:11 AM]
  6. agahpt

    Point Sprite Size

    I would say it depends if you set the PSIZE @ the vertex, if so i think the values of D3DRS_POINTSCALE_A, 3DRS_POINTSCALE_B, D3DRS_POINTSCALE_C dont matter because you are overriding the size. if not you can tweak those values to your like.
  7. Quote:Original post by Evil Steve I assume the selection object is actually a solid circle with a transparent texture applied? You usually disable Z-writes when rendering transparent geometry; otherwise the pixels will be written to the Z buffer even if the pixel is completely transparent - that'll cause the effect you're seeing. Worked like a charm :) Ithought about that solution too but it seemed too simple. Shame on me.
  8. Hi guys, this is my first post, but ive been reading the foruns for a while now. Now straight to my problem (wich has been frustrating me for the past week). I'm making a space RTS (hw2 inspired) and ive been having some wierd graphics issues with my ship's engine trails hiding behind my selection circle, if you can see the picture you can notice the trail over the arrow hides behind transparent pixels of my celection circle. I draw the cicle using a simple pixel shader, and the trails are also pixel shaded. image -> http://img235.imageshack.us/img235/2496/bugf.jpg Currently i have two theories: 1. My pixel shadding is just wrong. 2. My approach to drawing the transparent parts is wrong Here are bits of the code that i think are important: Trail PS: PS_Output PS(PS_Input input) { PS_Output output = (PS_Output)0; output.Color = tex2D(TrailTextureSampler, input.TextureCoords) * input.Color; return output; } technique Base { pass Pass0 { ZEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; CullMode = None; VertexShader = compile vs_3_0 VS(); PixelShader = compile ps_3_0 PS(); } } Selection circle PS: PS_Output mainPS(PS_Input input) { PS_Output output = (PS_Output)0; float val = pow(input.TextureCoords.x - .5, 2) + pow(input.TextureCoords.y - .5, 2); if (.25 - Width * 0.01 * (1/Size) < val && val < .25) { output.Color = float4(Color); } else { output.Color = float4(0,0, 0, 0); } return output; } technique Base { pass Pass0 { ZEnable = true; AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; CullMode = None; VertexShader = compile vs_3_0 mainVS(); PixelShader = compile ps_3_0 mainPS(); } } Hopping for an answer to my nightmare. Thanks for reading anyway :)
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