marltoro

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About marltoro

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  1. I recently learned OpenGL and tried programming my own collision algorithms but am having too much trouble trying to figure it out on my own. I could get 2D circular collision detection working easily but I had too much trouble programming an organized structure that included sweep testing. Are there any online college courses that would teach you how to write your own physics/collision algorithms for games/applications? -Thanks
  2. I would never do that. I always imagine getting infected by some computer virus if my mind was transferred into a computer.
  3. Geometric Collision Book?

    I'll check it out, thanks. By the way, would you know what kind of math prerequisites are needed for this book?
  4. Geometric Collision Book?

    Hey, I was wanting to buy a book to learn more about collision, but I'm not sure which one I should get. Any recommendations? I was looking at Computational Geometry: Algorithms and Applications but I wasn't sure if it would go over the things I needed. [url="http://www.amazon.com/Computational-Geometry-Applications-Mark-Berg/dp/3642096816/ref=sr_1_1?ie=UTF8&qid=1327205434&sr=8-1"]http://www.amazon.co...27205434&sr=8-1[/url]
  5. Recommended Ai Books And Sites

    Would [color=#1C2837][size=2]Programming Game AI by Example work with any object oriented programming language like Java?[/size][/color]
  6. PNG or DDS?

    I am creating a game with DirectX 9 and I was wondering if I should use .png or .dds for the texture format. I have a background texture that is 0.5 mb in .png format and about 8.5 mb in .dds format.
  7. File iostream question

    [quote] Have you considered using ofstream and ifstream? I used to use iostream, but I have found reinterpret_cast<char *> of my data struct makes for really slick saving and loading of game data, I could post some code on how I do it if your interested. [/quote] That would be great
  8. File iostream question

    I am creating a program that will load data from a .dat file to multiple vectors inside the program. But my question is, when I'm reading from a file, what would be the easiest way for me to skip lines or go to the previous line? I tried looking on Google but I couldn't get anything from there to work.
  9. Movement speed

    Alright thanks for the help guys. I'll be able to try out the code later tonight and if it works I'll tell you.
  10. Movement speed

    I created a program in Direct3D 9 that moves a cube across the screen. It works perfectly fine except when I lower the frame rate it moves much slower. Which makes perfect sense because it's moving 2 units per a frame. How could I make the cube move smoothly based on time? I tried using the timeGetTime(); function but it was still moving slower when the frame rate was slower. [code] if(LookRight == true) { // Movement timing // Moving is false by default if(Moving == false) { startTimeMovement = timeGetTime(); finishTimeMovement = startTimeMovement + 1; Moving = true; } currentTimeMovement = timeGetTime(); if(Moving == true) { if(currentTimeMovement > finishTimeMovement) { // Move xPos = xPos + 2.0f; // Set up for next movement Moving = false; } } } [/code]
  11. Texture Alpha

    For anyone else who has this problem, you have to use this code before you render the scene // Alpha blending D3D9Dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); // turn on the color blending D3D9Dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); // set source factor D3D9Dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); // set dest factor D3D9Dev->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); // set the operation
  12. Texture Alpha

    Alright then, thanks for the help
  13. Texture Alpha

    Ok I found a D3DXCreateTextureFromFileEx function but It will only change the 255 Red, 0 Green and 255 Blue to black. How do I make it a transparent color instead? D3DXCreateTextureFromFileEx(D3D9Dev, InactiveSprite, 512, 256, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 0, 255), NULL, NULL, &Inactive_Sprite);
  14. Texture Alpha

    DirectX 9
  15. Texture Alpha

    How would I make a certain color in my texture invisible? For example, if I wanted the color 255 Red 0 Green and 255 Blue to be invisible in my program, how would I do that?