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  1. Well in that case, i don't know if there is solution other than copy the texture data to a memory buffer and then copying the data in the buffer to the cube faces.
  2. I think that the source of the access violation may be the "faceSrc" that you are passing to UpdateSubresource(...). I don't think that an ID3D11Texture2D* is valid for the "pSrcData" parameter. If you are trying to copy data from one texture to another, then CopyResource(...) might be a better option.
  3. OK then, somethings to look at: Enable the debug layer (by creating your device with D3D11_CREATE_DEVICE_DEBUG flag) and see if there is any information regarding your issue (if using visual studio you may need to scroll the output window to see the messages); If you are creating your swap chain in full screen mode, try setting it to windowed mode before releasing; Assuming that somewhere in your code you created a render target view, make sure you release them before recreating the swap chain; Honestly I don't use this approach of recreating the swap chain, I use the ResizeTarget/ResizeBuffers method. Hope that helps.
  4. My list of possible suspects: 1. Something wrong in the CreateSwapChainDesc() function; 2. You are not getting the DXGI factory from the D3D11 device.
  5. Aerodactyl55

    How to treat coordinates in a simple 2D game?

    You can render everything to an offscreen texture with fixed sized, and then fill the screen with this texture. That way you dont need to worry about the screen size (since the render target texture has fixed size) but this may cause some quality issues when the texture is stretched to fill the screen. You can also use some kind of relative coordinate system, as other have suggested, so that when the screen changes size you just call an OnResize() function which (re)computes the screen position based on a relative offset.
  6. Sure you can, and it usually takes the form: #ifdef USE_HEADER_H #include <header.h> #endif
  7. Aerodactyl55

    Is SDL2 the right tool for UI design?

    You can use SDL to render your UI elements and to get events relevant to you UI, the rest (UI logic) will have to be implemented by you (which is not difficult). Using an external GUI library can save you time and effort.
  8. Aerodactyl55

    Clock Puzzle Game

    Hello, Clock Puzzle is, basically, a clone of a puzzle mini-game featured in Final Fantasy XIII-2. The game works as follows: The game presents a set of numbers arranged in a circle (similar to a clock) and two hands; The player solves the puzzle by removing all numbers; At the start you can select any number and after that only the numbers the hands are pointing can be selected/removed; When you select a number, that number is removed and both hands will move to that position. Then the hands will move again based on the number removed. You lose if the timer runs out or if both hands stop at empty positions. I developed this as way to test my (beginner) skills and I would like to get some feedback on the game. Thanks in advance. Download the game files here.
  9. Aerodactyl55

    Is this clone legal?

    Thanks for your quick response, I will upload it.
  10. Aerodactyl55

    Is this clone legal?

    Since I am, pretty much, a beginner game programmer, I decided to test my skills by cloning the "Clock Puzzle" minigame featured in Final Fantasy XIII-2. If I upload the clone a created to gamedev to get some feedback, would that be considered illegal (a violation of copyright or some law)? How can I check if a clone i create will violate copyright/law? Note: I don't know if this matters but I did not use any assets from the original. Thanks in advance.
  11. Aerodactyl55

    Bit manipulation returning wrong data

    It's not clear how you get mouse input, but if you use the windows mouse messages (WM_MOUSEMOVE, etc) then the values received there are (signed) 16bit as Mk_ stated. If bit manipulation is giving you trouble, then you can use unions as an alternative.
  12. Aerodactyl55

    Bit manipulation returning wrong data

    I believe "long int" is still 32bits in Windows. Try using "long long" or (u)int64_t
  13. Aerodactyl55

    Writing char arrays (binary)

    I made a mistake, it should have been char* not myType*. I don't see a structure in your post but usually a vector struct is a POD. You can read the vector array in a single call as well. Krohm already posted the problems you may face.
  14. Aerodactyl55

    Writing char arrays (binary)

    I believe, for a POD struct, you can just call write( (myType*)myArray, sizeof (myType) * SizeOfArray(myArray)). You can read the data back in a similar way.
  15. Aerodactyl55

    Precision Problems with bouding sphere

    I think you need to compute the amount of intersection between the spheres and use that to push either one sphere or both of them away from each other so they stop intersecting.
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