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About bboysil

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  1. [quote name='Washu' timestamp='1329686326' post='4914618'] [quote name='bboysil' timestamp='1329685961' post='4914614'] Just my 2 cents: If I were an employer for C# or even Java position, I would pick the guy who know his C++ and then transitioned to Java/C# in favor of just a Java/C# programmer. [/quote] Really? So you would pick the guy who "might" know the language he professes to have spent his time learning, including all the bad habits associated with it, over the guy who spent his time learning the language that your position is actually focused on? Good thing you're not in charge of hiring people. [/quote] Thing is that the programmer who knows C++ and low level stuff (maybe assembly?) is [u]more likely[/u] to adapt quicker and solve unforseen problems faster.. He could understand better what happens behind the scenes, etc... "2 years of C++ + 2 of C#" > "4 years of C#" in most cases. I have this belief because I know more BAD programmers who focused only on Java but more GOOD programmers which also know C and/or C++ and have a grasp of everything that happens behind the scenes. You can clearly see from epreisz's post above that if you want complex stuff that need to run fast.. C++ is the way to go.. if deployment time is the issue and is just a GUI application... then C# would be better... Now I ask you again, who would have the better set of skills? a "C++ + C# guy" or just a C# guy?
  2. Also some feedback on a game I want to develop for Android devices would be great. Here is the base idea url: [media][/media] I wrote that right after the above D3DTest application, and that was my first on a mobile device using Win32 mobile API and Direct3D9 mobile
  3. Hello, I am thinking this might help someone so... (short version: [b]just see the attached program[/b]) A few years ago when I started learning Direct 3d and getting in more depth into Win32 API I created a a simple application which grew, and grew, and in a couple of months I decided I knew enough and just abandoned it.. (I discovered render Monkey and other stuff) I rediscovered today it and thought it might help someone, so I attached the executable to this post. The application basically does this: [b][i]- it renders one object in a child window (selectable between a cube, sphere or plane)[/i][/b] [b][i]- it has a very big menu containing all (or almos all) parameters which are settable to the fixed function pipeline so I could see the effect they have on the object in realtime[/i][/b] (they have the same name as in the MSDN documenation) [b][i]- you can directly maniplate the world matrix, view matrix or projection matrix or you can generate this on the fly using parameters[/i][/b] [b][i]- Upload textures and play around with the texture blending modes[/i][/b] [b][i]- simple camera implementation which you can fly around the world (FPS style) and see the object from different sides...[/i][/b] [b][i]- other features I do not remember..[/i][/b] Everything is done from scratch in C++ using win32 API in Visual Studio 2008. If you want I will upload the VS2008 project... (but beware, this application was never meant for a public release or for someone else to view the code. As I said it was an experiment with the Win32 API and Direct3D.. more like a scratchpad in which you just write random stuff to figure something out) [b]Here is a screenshot:[/b] [img][/img]
  4. Just my 2 cents: If I were an employer for C# or even Java position, I would pick the guy who know his C++ and then transitioned to Java/C# in favor of just a Java/C# programmer.
  5. light map question

    Someone pointed me to this page: And it clearly describes an example of static specular light mapping, maybe the guys on MSDN are referring to this particular scenario. I don't understand why they are talking about specular light mapping like it's applicable in general... I also posted this question on under the direct3d9 forum and received some answers there
  6. I started studying the direct3d 9 API for more then 2 months and I have these questions about lightmaps: On MSDN library on the lightmaping with textures ( section it says: "If you implement light mapping using multipass texture blending, your application should render the light map onto its primitives on the first pass. It should use a second pass to render the base texture. The exception to this is specular light mapping. In that case, render the base texture first; then add the light map." A code example is given here: Can someone confirm my understandings: Lighmaps are usually used for lighting detail on static objects from static lights and are precomputed, right? I imagine you could do some sort of "dynamic" light mapping by calculating the lightmap in realtime and applying the lightmap to the objects but when you say lightmaping you usualy mean the static one, right? Assuming MSDN is talking about the first case, and knowing that the specular reflection takes into account not only the light direction but also the camera position, my question is: How is the specular highlight in the MSDN example working if the lightmap is precomputed? I mean if you move the camera you expect the specular highlight to move a little or the result will be unrealistic. Is there something I'm missing? Or is the MSDN article actually referring to a dynamic light map or maybe a static scene where the lights and camera don't move? [Edited by - bboysil on April 24, 2010 7:21:55 AM]