DefCom

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1. C++, Graphics, Game Programming, Where do I start?

Hi, Possibly/Probably an outdated method, but i started by just creating a win32 project and just used the GDI. Not a great method for creating games, but I learned a lot about programming before i moved onto DirectX.   Worth pointing out this was around 14 years ago, but i did use the GDI methods to teach some basic 3D programming just a few years ago.
2. so many thing to learn! where do i start?!

That's a bit scary, thanks i'll go and check that out
3. so many thing to learn! where do i start?!

Hi, If it helps i have started uploading game programming tutorials (c# and XNA) (written and video) aimed at beginners. They were written for my extra curricular ICT club. [url="http://www.defcom1.net"]www.defcom1.net[/url] and [url="http://www.youtube.com/gamexero"]youtube[/url]
4. Free Beginner Game Programming Lessons

Hi, I am a teacher of ICT and Computing and I deliver an extra curricular game programming club. I have decided to put my lessons online for anyone who wants to use them. The first batch of lessons focus on a simple 2D game using c# and XNA, but will go on to cover 3d gaming, The lessons assume no prior knowledge of programming or game development. [url="http://www.defcom1.net"]DefCom1.net[/url] I am also going to be offering online videos to support the course. Thanks for looking
5. Camera following airplane

yeah, this isnt really my strong point, but i have spent the past 3 weeks over this aspect of my game. I have yaw, pitch and roll, which are converted to the plane rotation quaternion. I then have a camera quaternion which is generated by the above function. The return is the new camera quat' It took me such a long time to do and get working i plan to try and write it up for others to use. I am currently trying to get a propellor to spin on it's axis and rotate around the plane... it's proving tricky.
6. Camera following airplane

Hi, I have just done this today. I have used quaternions to perform the rotation and the Lerp (linear interpolation) to move the camera. My code is a bit messy at the mo' it takes the quat of the camera and plane along with a float that delays it a bit. I used reimmers xna flight sim tutorial and googles quaternion lerp c++ This is my mixture of the above Quaternion NLerp(Quaternion tQ1, Quaternion tQ2, float w2) { float w1 = 1.0f - w2; Quaternion tQ3; tQ1.w*=w1; tQ1.x*=w1; tQ1.y*=w1; tQ1.z*=w1; tQ2.w*=w2; tQ2.x*=w2; tQ2.y*=w2; tQ2.z*=w2; tQ3.w=tQ1.w + tQ2.w; tQ3.x=tQ1.x + tQ2.x; tQ3.y=tQ1.y + tQ2.y; tQ3.z=tQ1.z + tQ2.z; //normalise float TOLERANCE = 0.00001f; // Don't normalize if we don't have to float mag2 = tQ3.w * tQ3.w + tQ3.x * tQ3.x + tQ3.y * tQ3.y + tQ3.z * tQ3.z; if ( mag2!=0.f && (fabs(mag2 - 1.0f) > TOLERANCE)) { float mag = sqrt(mag2); tQ3.w /= mag; tQ3.x /= mag; tQ3.y /= mag; tQ3.z /= mag; } return tQ3; }
7. rotoscoping using 3d software

Hi, This may be a bit random but... The original Prince of persia (before flash back) was based on the programmers younger brother. He filmed him running and jumping then redrew the frames. I ripped off this idea using Deluxe Paint on the Amiga, but could so easily be done using photoshop or gimp. Since then I have used Poser for creating animated models and then rendered them to a bitmap and then... copied each image in a sprite sheet. I have also used blender and truespace to achieve similar results for vehicles.
8. Object Rotation - Yaw, Pitch and Roll - Help

Finally Managed it. Thanks for all your help :)

10. Object Rotation - Yaw, Pitch and Roll - Help

Hi, Thanks again for the reply. I am not too bothered about yaw at this time, the game is to be controlled by a single stick. I have spent the past couple of days reading and experimenting, still no further. I have a cerated a simple 3d enviroment using only Win32 GDI in the hope i can fully grasp what is going on without code being hidden in DirectX functions and data structures. ermm.. what's reorthonormalize? And i don't know how to rotate the other vectors accordingly. I can rotate objects all dimension, just do not know how to take into account that the local Y axis is now different to the World Y axis. Thans again.
11. Object Rotation - Yaw, Pitch and Roll - Help

Hi, Thanks for the response. I have researched the 6 DOF. Everything i come across discuses this in the context of the camera and the view matrix. I have applied many methods pinched off the net and I have tried simple switching the order of matrix multiplication. I want to be able to turn the user input pitch and roll and have it control the object, as you would in a RC model plane simulator. For the sake of keeping it simple, the camera will remain static. If I am right in saying I want the roll to change the 'up' vector (?) And the pitch would change 'right' (?) I don't actually know how to transform them ... Am I going about this all wrong? Any further help would be greatly appreciated , thank you
12. Object Rotation - Yaw, Pitch and Roll - Help

First, many apologies for asking a question that seems to have been asked many times, but after days of searching and expermenting i do not seem to be getting anywhere. I am like many trying to create aeroplane style rotation. The ability to bank(roll) and then change the pitch of the craft, using the new Y axis which of course is no longer straight up My original code is as follows D3DXMatrixScaling(&matScale, bike.vScl.x, bike.vScl.y, bike.vScl.z); D3DXMatrixTranslation(&matWorld, bike.vLoc.x, bike.vLoc.y, bike.vLoc.z); D3DXMatrixRotationX( &matRotateX, bike.vR.x ); D3DXMatrixRotationY( &matRotateY, bike.vR.y ); D3DXMatrixRotationZ( &matRotateZ, bike.vR.z ); D3DXMatrixMultiply( &matWorld, &matWorld, &matScale); D3DXMatrixMultiply( &matTemp, &matRotateX, &matRotateY ); D3DXMatrixMultiply( &matTemp, &matRotateZ, &matTemp ); D3DXMatrixMultiply( &matWorld, &matTemp, &matWorld ); bike.setMatLocal(matWorld); I have tried quite a few things, but many resources seem to focus on the 'camera' i assume(hoping) i could just tranform the Y axis and it would all work quite happily. If anybody could point me in the right direction (no pun intended) it would be appreciated. Thanks.
13. VS2008 Windows Form Application & Directx

Hi all, I am having a huge problem trying to get a Visual Studio 2008 Windows Form Application & Directx set up. I have spent about 4 hours experimenting and searching the web, does anybody know of any tutorials? I (think i)know how to get the handle to a component, but do not know how to include all directx file? I am brand new to this aspect of visual studio ( i have lots of experiance of traditional C++, win32 and vb.net Any help would be appreciated Thanks
14. Moving camera and moving object problems

Thanks. I have changed that bit code too now. :)
15. Moving camera and moving object problems

:) Thank you. I moved the render bike call to after View and before projection and it seems to have solved it. I wonder why i never noticed this before??? Thanks again