Small programmer

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About Small programmer

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  1. Using photoshop , 3D Studio max

    Yes , I mean Xbox live indie games that's mentioned here : http://create.msdn.com/en-us/home/membership and it costs only 100$
  2. Using photoshop , 3D Studio max

    It's not important who opened the subject :) Yes I'm going to host my game without a publisher on xbox live market
  3. Using photoshop , 3D Studio max

    As you opened the subject :), What's the expected profit for the indie games that's sold at different consoles like xbox live or andoid etc... or any link about this subject
  4. Using photoshop , 3D Studio max

    Then is there a cheaper alternative for photoshop ?
  5. Using photoshop , 3D Studio max

    photoshop costs about 700$ Is the game on xbox Live or any indie game will get 700$ easily ? that's the idea
  6. Using photoshop , 3D Studio max

    You mean that I'm free to use old version of these programs ?
  7. Using photoshop , 3D Studio max

    Hello, I was asking what's the law says in using photoshop or 3d studio max in a commercial game , Like the game on XBOX live or iphone store and if it's totally not allowed what's the alternatives of that ? , We are small team and we can't buy the license of these programs I'm waiting for your answer
  8. As I was reading some topics in gameCareerguide I found this topic : http://www.gamecareerguide.com/features/396/ask_the_experts_programmer_.php I noticed that it's very recommended to have a powerful C++ knowledge to apply in games programming field But C++ with what ? Do I have to work with APIs like DirectX or I can simply use an engine like Irrlicht or GDK What's the companies want ?
  9. Acessing texture , DirectX 10

    That's it , Thank you :)
  10. Acessing texture , DirectX 10

    when I add HR(md3dDevice->CreateTexture2D( &desc, NULL, &pTexture )); IT gives me E_INVALIDARG despite of that I added : desc.SampleDesc.Quality = 0;
  11. Hello guys , As I was trying to make my own .TGA Loader , I load the texture in a struct and I'm now trying to get the data from the struct to the directX Texture so I'm trying to fill my texture manually , but my code throws an unhalled exception : violation reading location D3D10_TEXTURE2D_DESC desc; desc.Width = lTGAImage.width; desc.Height = lTGAImage.height; desc.MipLevels = desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; ID3D10Texture2D *pTexture = NULL; md3dDevice->CreateTexture2D( &desc, NULL, &pTexture ); D3D10_MAPPED_TEXTURE2D mappedTex; pTexture->Map( D3D10CalcSubresource(0, 0, 1), D3D10_MAP_WRITE_DISCARD, 0, &mappedTex ); At the pTexture->Map line lTGAImage is the tga struct The same error occur if I put the width and height equal 256 or any value I'm waiting for your answers ^_^
  12. strange result

    I didn't load the animation yet , So there's no bones I tried now to load tiger.x file , It's a static mesh and it's the same problem The problem started as I started the development , the information loaded seems to be right .
  13. strange result

    I was trying to make my own .x loader , But I got a strange result , I revised all the information , the vertex positions and the index are right but this is the result : what may cause such a problem?
  14. DirectX mesh formats

    there's no static function that loads meshes in directX 10 , but there's a sample in the documantation that loads meshes from .OBJ file You can also use fbx SDK that let you load fbx meshes that all the designing programs support it.
  15. Why should I learn an API

    Thank you guys , I got it