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BlessmanTsanga

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About BlessmanTsanga

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  1. What does it mean when a lib file is in an "unrecognised or unsupported binary format"? I'm trying to create a lib file and for my little engine for my project and this error is halting it back. Plus how easy is it to create a DLL in GCC, then link the DLL via a static library? Any good tutorial/documentation on that would be appreciated if I can't get visual studio to work. (Plus I'm having issues with the RC, processional edition for students which isn't supporting c++ projects at all.) Additional notes: I'm learning from the "3D Game Engine Programming" book by Stephan Zerbst, his examples are prior 2005 thus Dx9 or lower. I think it might be an issue but to say that a lib file is unsupported seems strange when its being generated by VS2010 it self. I up converted the project and sorted various dependencies aside from the current odd phenomena which I can't understand.
  2. I've tried to run this bit of code and it doesn't work, I had added the directory where my dll was, but it still doesn't recognises it. What am I doing wrong? What am I doing wrong with my dll linking in visual studio 2010 (full edition). //This is windows #define WINDOWS #include <iostream> #ifdef WINDOWS #include <windows.h> #endif //Dynamic link libraries #ifdef WINDOWS typedef int (__cdecl *MYPROC)(LPWSTR); #endif int main( void ) { //Dynamic link libraries #ifdef WINDOWS HINSTANCE hinstLib; MYPROC ProcAdd; BOOL fFreeResult, fRunTimeLinkSuccess = FALSE; // Get a handle to the DLL module. hinstLib = LoadLibrary(TEXT("BlessfuncDLL.dll")); // If the handle is valid, try to get the function address. if (hinstLib != NULL) { ProcAdd = (MYPROC) GetProcAddress(hinstLib, "BlessfuncDLL"); // If the function address is valid, call the function. if (NULL != ProcAdd) { fRunTimeLinkSuccess = TRUE; (ProcAdd) (L"Message sent to the DLL function\n"); } } ////////////////////////////////////////////////////////////////////// //Using code from DLL using namespace std; double a = 7.4; int b = 99; cout << "a + b = " << MathFuncs::MyMathFuncs::Add(a, b) << endl; cout << "a - b = " << MathFuncs::MyMathFuncs::Subtract(a, b) << endl; cout << "a * b = " << MathFuncs::MyMathFuncs::Multiply(a, b) << endl; cout << "a / b = " << MathFuncs::MyMathFuncs::Divide(a, b) << endl; ////////////////////////////////////////////////////////////////////// // Free the DLL module. fFreeResult = FreeLibrary(hinstLib); // If unable to call the DLL function, use an alternative. if (! fRunTimeLinkSuccess) printf("Message printed from executable\n"); #endif while(1){} return 0; } 1>------ Build started: Project: King_DLLL, Configuration: Debug Win32 ------ 1>Build started 20/06/2012 22:57:31. 1>InitializeBuildStatus: 1> Creating "Debug\King_DLLL.unsuccessfulbuild" because "AlwaysCreate" was specified. 1>ClCompile: 1> main.cpp 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(48): error C2653: 'MathFuncs' : is not a class or namespace name 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(48): error C3861: 'Add': identifier not found 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(50): error C2653: 'MathFuncs' : is not a class or namespace name 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(50): error C3861: 'Subtract': identifier not found 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(52): error C2653: 'MathFuncs' : is not a class or namespace name 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(52): error C3861: 'Multiply': identifier not found 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(54): error C2653: 'MathFuncs' : is not a class or namespace name 1>c:\users\portsmouthuni\documents\visual studio 2010\projects\king_dlll\king_dlll\main.cpp(54): error C3861: 'Divide': identifier not found 1> 1>Build FAILED. 1> 1>Time Elapsed 00:00:01.76 ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ===[/sub]======= [/quote]
  3. BlessmanTsanga

    Finding RtNEAT tutorial/example code

    Its an academic thing, the marking scheme's tick boxes must be filled, else the lecturers give a lower mark.
  4. BlessmanTsanga

    Finding RtNEAT tutorial/example code

    IADaveMark have got any research papers or books you written on the whole arguement of "rule based" vs NN/GA. It has just made my research proposal more interesting since I nolonger have to assume that GA or NN are the magic solution for everything.
  5. BlessmanTsanga

    Finding RtNEAT tutorial/example code

    Preventing further repetition since it has started to make the shooters particularly boring for me. I've learnt how to play against most shooter AI and it iritates me now. I've been wondering why AI characters aren't able to learnt like somebody you get to play online. Its just started to irritate me.
  6. Real time Neuroevolution of augmenting topologies (RtNEAT) Where can I find a simple example of RtNEAT algorithms being applied? Additional Information: I'm interested in researching real time genetic algorithms and RtNeat has seemed to be the best one out there (at least the most promising) since its has been applied to a real game. Anyways so far, I've been doing some research merely looking at research papers, which has been all and good but understanding exactly how the algorithm is applied has proved to be a challenge. Once I practically understand it, looking at its advantages and disadvantages, I was going to create to create a version of my own and then use it for my dissertation. Anyway from my final year research I wanted to find out why it had been so difficult/slow to get real time genetic algorithms working in games.
  7. After being introduced to nero I've began to wonder on about research into the field and so far I'm just wondering whether there is any other notable example. Are they available? What are the best prominent ones that any of you guys know off?
  8. BlessmanTsanga

    Genetic Programming in Games

    How is genetic programming being applied in modern games? I feel its need for bots, because they are just so damn stupid and having being an avid shooter fan, I have now lost faith through being desensitised by the same type of AI carried over from the last generation (the bots don't appear to be smarter). Which games are currently implementing this if anyway? (I feel like this is the graphics craze generation and it hopefully must be the last since it has ruined games for me). Anyway I'm currently looking into researching genetic algorithms for my final year project at uni, so any general advice in this area? (This is largely related to cybernetic(systems with react to difference within an environment), which had in another post here)
  9. BlessmanTsanga

    Cybernetics and games?

    Thanks so much, you've made it crystall clear. Additionally, what is the best literature on cybernetics and which one of Will Wright early games have the simplied implementation of the it (my research project will keep everything simplified I'm touching on A.I. learning in it too).
  10. BlessmanTsanga

    Cybernetics and games?

    hi How is Cybernetics applied to games and What does it exatly mean to it? I've been told that its to do with behaviours, by my lecture (I'm on a Games Programming Degree). And so far thats the side of research that he's advised me to look at as I plan for my dissertation, since it is related to researching A.I., that behaves rationally and dynamically (within the the framework of finite parameters of control). Any guide towards knowledge in this sector? So far it seems like a sea of information I've happened to be lost in.
  11. hi I'm planning Artificial Intelligence research for my final year which mainly ask why it has been so difficult to get AI that behaves *rationally*,more like unpredictably and dynamically. As opposed to the pattern behaviour that can be learnt as players player over a certain period of time. And moreso, and related to the first question, why it has been difficult for the AI learning systems to behave humanly has opposed to the wierdness (dicovered over playing for a period of time again). Why has it been so hard to get really good AI? Plus what good academic literature is there in this department.
  12. I've got a problem with my model loader which doesn't render my meshes properly and I don't think the fault lies with my obj converter since I pretty much made sure that it works. //Below (1st down) is a screen shot of the model being loaded in a correct program http://dl.dropbox.com/u/42518274/directx%20teapot.jpg //And second is mine (it just doesn't display the teaport properly): http://dl.dropbox.com/u/42518274/directx%20teapot%20error%20my%20version.jpg //my obj converter on console (I think this works fairly properly) http://dl.dropbox.com/u/42518274/WEEK%208%20Extracting%20OBJ%20coordinates.rar //And finally things fall apart a bit here (model isn't displayed properly) //Could there be something wrong with my "renderzuma class" or "the shaderclass" or could it be the obj file format converter http://dl.dropbox.com/u/42518274/Mesh.rar But any ways here it is:
  13. hi After initializing a vertex buffer (lets say one of the 16 available), how would you give the next mesh the ability to use that same buffer? Would it be just a case of changing the vertices you would have attached (I was thinking this would be it)? But if its the scenario were a class had been made with the vertex buffer initialization function, would I been in trouble when I load multiple instances? would that likely mean that the same initialization would be overloaded and could possibly cause issues with rendering??? I'm just curious over this since I have been trying to learn from a tutorial which has that architecture and when I've been hearing from uni-mates that they've been having an issue displaying multiple objects, it left me worried that the same error could eventually happen to me. Is it safe to embed a vertex buffer initialization in a class for meshes whose instances may be created and needed multiple times? Would this case require only one initialization of a vertex buffer.
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