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raicuandi

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  1. Yes it would that's how old FPS games like Duke Nukem 3D were made. What it won't let you do is modern lighting on them. I'd just do what SimonForsman said.
  2. My suggestion is start really basic and then refactor, that's one -dare I say natural- way to learn it. On my tetris clone I had everything as globals at first, then started to separate as I built the game.
  3. What is your Working Directory set to in VS in project properties? /edit: sorry didn't realize poster above asked the same question; my bad! /edit2: another question: are you running the debug version in VS but running the release one directly? There can be bugs between them because there are differences such as lack of built-in initialization in release mode, or you linked the wrong libraries.
  4. Well I guess there aren't as many thread like this as I thought there are, but the ones that are it's like they are taken straight out of MMOChamp.
  5. I'm reading these replies and the Beginners forum in general, and I'm... I'm just dumbstruck. I can't believe this kind of attitude is allowed, even by the standards of an internet forum... I've only been on GD.NET for a week but the arrogance, stupidity and obscene lack of respect from people like Matrix6 just make me want to torch down this whole section of the forum and pee on its ashes.
  6. Multiply by world, then by view, then by projection.
  7. LOL Well anyway, I think it was bugging out my driver because I was releasing objects still being bound, like the vertex buffer.
  8. Actually YE, I'm thinking the driver and libraries know how to release these resources better than I do. I can completely bug the driver out, my screen has broken pixels appearing everywhere, and it's forcing me to restart my computer to fix it. I can definitely just come back later at it, for now I'd rather have no bugs.
  9. Some say, 73% of GTA4's 100 million dollar budget went into the logging system alone.
  10. More info! What software are you using?
  11. Awesome, found it; thanks!
  12. I'm getting a crash when I release my IDXGISwapChain in fullscreen (using D3D10), which I solved like so: [code]void shutdown() { safeRelease(g_pSimpleEffect); safeRelease(g_pVertexBuffer); safeRelease(g_pVertexLayout); safeRelease(g_pRS); safeRelease(g_pDepthStencil); safeRelease(g_pRenderTargetView); g_pSwapChain->SetFullscreenState(false, NULL); // <-- fix? safeRelease(g_pSwapChain); safeRelease(g_pD3DDevice); }[/code] (I quit when I get WM_DESTROY) But now I'm wondering, do I even have to release all my Direct3D pointers? Is it safe to just quit without doing anything? Or what is the recommended approach?
  13. [quote name='stupid_programmer' timestamp='1314808616' post='4855958'] I'd probably go out on a limb and say most servers are stalled waiting for database calls to return then spending execution time. [/quote] I... don't think so; Blizzard splits each server across as many actual boxes as they can. There is a separate box for each continent, for instances, for battlegrounds, and so on. Also there are only a few hundred servers not thousands. Most everything is realtime and stored in RAM and only commited in bulk to database "every now and then".
  14. That's nice but you can do all those oldie-like games without being stuck in 16 bits and 4MB of RAM. Might as well be using punch cards ... I started a Commander Keen remake in XNA a few years ago but got sidetracked on other stuff.
  15. Why in all that is holy would you want to create DOS software in ... *checks calendar*... 21st century? /edit: you can definitely make dos-look-alike games using modern technology