Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

110 Neutral

About mysigninname

  • Rank
  1. Yes on a Cessna well done. An aircraft with no bad habit's, a highly 'managed' airframe, flown in highly managed environments (training). That's the closest they get to hands-on. From there it's all just monitoring an autopilot. By the time they are on an Airbus A300, they have forgotten how to fly. Sad but true. Anyways seemed like a good analogy at the time. [/quote] Thanks for the replies, but all these different analogies about C++ are confusing. [/quote] Sorry i was de-railing the thread. The other people here know what they are talking about, (minus aviation lol). Really just dive in, you will need to learn a lot, and the only way to learn is by doing, so do.
  2. mysigninname

    UDK for making games.

    The visual content (textures/materials/meshes/animations) will all be completely made by you or your team. All of the game logic scripts can be written from scratch (fitting into the UDK framework). It is never "cheap and second-hand" to use an SDK to achieve your goal. You will always be using software written by someone else and it is an important skill to have. UDK might not be a good fit for your project but don't discount it just because you didn't write the engine. Also, it can be very helpful to use a full-featured engine like Unreal Engine as a learning process of how an engine works at a higher level. [/quote] Do you know much about the CryEngine SDK? I was surprised to hear that Warband was written using the UDK, the only problem im having is terrain size/view distance, and network stuff. They are both done in 'levels' so a server could only host one level at a time? Thanks, real helpful to talk to someone about it.
  3. mysigninname

    UDK for making games.

    Yeah it seemed enticing, now a few hours later im almost completely over the idea. I checked out CE sdk as well, they both deal with relatively small world spaces, and it feels cheap and second-hand using someone else's engine and having to accept the limitations that it would bring to my 'vision' of a game.
  4. Yes on a Cessna well done. An aircraft with no bad habit's, a highly 'managed' airframe, flown in highly managed environments (training). That's the closest they get to hands-on. From there it's all just monitoring an autopilot. By the time they are on an Airbus A300, they have forgotten how to fly. Sad but true. Anyways seemed like a good analogy at the time.
  5. Im surprised everyone goes on about C++ being difficult and dangerous. It reminds me of the current state of aviation. Pilot's have lost their stick and rudder skills (akin to C++), and now rely on the flight computers. It leads to some truly un-believable accidents, that a Private license holder should not even make. Very sad. Either way, even when you are shooting your foot off, you are learning, and that's programming. C++ will make you stronger. I say.
  6. For what it's worth, when i started programming i just went straight to the task i wanted. No pong games or crappy platform games I set about making a huge terrain with a level of detail algorithm. I couldn't have done it any other way. I advise you to enjoy yourself. I didn't have anything to show for my work for ages, but to me it was immensely satisfying working on exactly what i had envisioned in my mind.
  7. mysigninname

    UDK for making games.

    And it seems great. I've been working with XNA for a while now and slowly achieving my goal of creating a terrain LOD algo, and making it look good. But now looking at the UDK, first licensing is nice and straight forward, also it's regularly updated! Basically ive been working with XNA trying to realise certain goals, but now UDK looks like a great alternative. Anyone here got any experience using it? And how would you describe it's strength's and weakness's ? Is it formulaic, that is, will games using the UDK tend to look the same and feel the same, or can we create our own shaders for it, our own animations etc etc? Bit rambling, but yeah, hope to hear some feedback on it. Cheers. P.S. Feel free to talk about the CryEngine 3 whats-it too.
  8. mysigninname

    Is XNA "THE" way to game development in C#?

    Hmmmmm.This is all quite fascinating. Well ill just 'carry-on' then ;)
  9. mysigninname

    Is XNA "THE" way to game development in C#?

    Holy smokes. So what were looking at is.. Direct X will continue to perform as a graphics api with all the new tricks and technologies.. The only difference is they will no longer make efforts to help developers out (samples and all that) ?? And XNA may drop dead. So if i wanted to continue dev'n games, id probably want to switch to DX and then go and buy lots of books and study real hard because i will have zero tutorials and samples...??? Is this accurate ?
  10. mysigninname

    XNA to DirectX

    Im curious to hear people's opinions on how much of a leap it is shifting from xna to directx. I want to get frank de luna's book on x11 when it comes out, but i also value xna's way of allowing you to focus more on the game itself rather than the engine. How much of an increase in work load would there be moving to direct x ? Are there experienced directx guys/gals out there who would still rather make a game using xna? ~S~
  11. Ive been trying to find a way to alter a dynamic index buffer at run time, to create my first rudimentary lod. Do i have to clear it first before filling it with new data? I've tried disposing it, but i've not found a way to do it. Since the reason for using a dynamic buffer is so one can change the data at run time, just how should i do this?
  12. mysigninname

    xna Adding Detail tut

    Here's the page; http://www.riemers.n...ding_detail.php I tried posting there but no joy, so here i am. Problem im having, is how on earth does the shader know how close the camera is, relative to the terrain? [color="green"][color="#000000"]And how can i provide this info for the shader? He says; [color="#030752"]As you can see, for each pixel we’ll need the distance to our camera. So add this line to the struct MTVertexToPixel struct: [color="green"] float Depth : TEXCOORD4; [color="#030752"]This distance is nothing more than the z coordinate of the position in camera space. Remember, because this was the result of a 4x4 matrix multiplication, we first need to divide it by the w component before we can use it: [color="green"] Output.Depth = Output.Position.z/Output.Position.w; [color="green"] [color="#000000"]Ive tried the code, but it's entirely static, and does not respond to the position of the camera. [color="#000000"]I imagine the pixel shader could test the depth of each pixel, but it's not working at present. Any ideas? EDIT: Im terribly sorry it's been a long night, and spent 4 hours troubleshooting a bug in tutorial code. Let me explain what solved this for me..... It's a question of scale. It does work, but for me, i had to change the value; [color="#030752"][color="red"][color="red"][color="#31659c"][color="red"][color="#31659c"]float2 nearTextureCoords = PSIn.TextureCoords*3; Instead of * 3 I changed it to * 90 Yes it's a lot, but it does the trick. [color="green"]
  13. mysigninname

    XNA interface - CustomVerts

    Thanks! Problem solvered. It's very cool making your own format.
  14. mysigninname

    XNA interface - CustomVerts

    I get a CustomVertex.VertexMultiTexture' does not implement interface member 'Microsoft.Xna.Framework.Graphics.IVertexType.VertexDeclaration' From the following code; namespace Stuff_mk1 { public class CustomVertex { public struct VertexMultiTexture : IVertexType { public Vector3 position; public Vector2 uv; public Vector3 normal; public Vector4 texWeights; public VertexMultiTexture(Vector3 pos, Vector2 texCoord, Vector3 norm, Vector4 texWeight) { position = pos; uv = texCoord; normal = norm; texWeights = texWeight; } } public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0), new VertexElement(32, VertexElementFormat.Vector4, VertexElementUsage.BlendWeight, 0) ); } } How do i implement IvertexType.VertexDeclaration, and what does that really mean? Thanks for any help.
  15. mysigninname

    Selling XNA games

    Thanks guy's.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!