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About TheBlackJester

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  1. TheBlackJester

    CPU Usage

    Well if you're on a windows platform you should be able to get away with Sleep(ms). That will suspend the process for some number of miliseconds. It's a good idea to throw a sleep at the end of your game loop with as much time in there are possible if you're trying to keep your game from hogging the CPU.
  2. TheBlackJester


    One of the ways you can achieve a zoom effect is to change your field of view when you set up your projection. A larger field of view will give you a really nice zoom effect. This is what most people do. It's very common to see people through an alpha tested 2D quad on the screen to simulate a scope or something and then just blow up the FOV.
  3. TheBlackJester

    What does this code mean?

    Quote:Original post by Anonymous Poster defines mFunctionpointer as a pointer to a function that returns void and takes a void * as argument. This is close, but not quite. It's actually declaring mFunctionpointer as a function pointer TYPE that you can use to instantiate function pointers that return void and take a void* instance: // Make an instance of a function pointer mFunctionpointer myFunctionPtr; // A void function.. void Foo(void*) { // do something } // Assign the void function to the function pointer myFunctionPtr = Foo; // Now you could call the function like this.. void* pBar; myFunctionPtr(pBar);
  4. TheBlackJester

    Problem with positional light and camera.

    Hey, Easy solution. You simply need to set the light position AFTER you apply the camera transform. When you move a camera around, you're applying a matrix transformation that is, in reality, moving everything else around in exactly the opposite direction. If you position your light only once in your setup, or you position it before the camera transform, it's not being affected by the camera transform and it will always be relative to the camera position.
  5. TheBlackJester

    What IDE are you using?

    Visual Studio.NET 2005
  6. TheBlackJester

    Please help me get started

    I've found that the OpenGL Game Programming book (written by the guys who run this site) is a great start for a beginner. It uses OpenGL for graphics rendering, which in my opinion is easy to learn because you have to mess with come and double pointers all over the place. It also has a good flow and will take you from the very basics into more advanced topics. There is a demo at the end of the book and it's a very simple 1st person game. The previously mentioned websites, particularly http://nehe.gamedev.net are very helpful as well. You should be able to get pretty far with those.
  7. TheBlackJester

    Various problems for a beginner.

    Hey there, Actually, Fruity Loops IS a piece of software, not a bunch of plugins. The name FL is derived from the fact that he software is used to organize music by laying out a series of looping pieces in different arrangements. It's a good piece of software and has great support for MIDI as well as plenty of effects and wav editing support. It's not free though. You can find it at www.flstudio.com
  8. TheBlackJester

    Any Graphics Programs??

  9. Thanks for the reply Paul Well I ended up figuring it out. What I was doing was loading up the shaders, compiling, link, attaching, and then setting the active program all before the main loop. My logic was simple. It's going to be faster to set the active program once before the main loop then to do it once every single frame. This was ok for my demo because I only wanted to use the one shader. Turns out that by activating the shader and then resetting to fixed function before I swap buffers on each frame fixed up the slowdown. I'm not exactly sure why at this point, but the problem is gone. This new method is really OK because thats what will have to happen in practice anyways. I doubt the game engine will only ever need one shader ;) Thanks again!
  10. Hey, So I'm having this strange issue and I'm wondering if anyone could shed some light. When I'm using the fixed function pipeline with one diffuse texture and one light, I get about 200+ FPS. If I take the exact same scene, but this time use shaders to simply emulate the fixed function transform (ftransform()) and set all fragment colors to red, it runs at about 113 fps. Any ideas why it would slow down so much even though I'm doing less work in the shader? System Specs: p4 3.4 ghz 512mb RAM ATI Mobility Radeon x600 (128mb)
  11. TheBlackJester

    Link Error

    Well, the "export" keyword allows you to do that, but it's not supported in visual studio. Not sure why, ask Bill :)
  12. TheBlackJester

    Win32 for OpenGL and DirectX?

    Quote:Original post by Vladk10000 Do big companies look for people who know Win32 or do they only look for people who know C++ and OGL and/or DX? Well, that's not a question that's answered trivially. First off, depending on what job the programmer is going to be doing, OGL and DX may not come into play at all. One such instance would be an AI or Tools programmer. C++ is the main (but not exclusive) development language for modern games, so they would deffinitely be looking for someone with a very strong C++ background. If you are looking to be a graphics programmer specifically, then a very strong working knowledge of the current graphics standards (OGL and D3D) would be necessary. You may only need to know one or the other, but most of the time a good working knowledge of both is necessary. Quote:Original post by Vladk10000I mean, most games go into full screen when you open them so there isn't a lot of Win32 programming needed to make a game, right? I'm confused, so any help would be appreciated. Win32, being the operating system, is used for a lot more than just a GUI. Underlying low level functionality is going to be specific to that platform. If you want to make a game on an Windows platform at all, you need to know a good bit about Win32. If you are looking to develop for consoles, then it's a whole different ball of wax. You need to learn the API for the platform on which you are developing.
  13. TheBlackJester

    to avoid shoulder/armpit/leg cracks

    Quote:Original post by Marclandi excess? I already reached 2020 polys; if I'll add some more, had had I surely grown over the allowed polycount for most engines? You should be OK for the poly count. Most modern engines and definitly upcoming engines can handle poly counts of 5,000 per character without a problem. Unreal3, albeit that it won't be released until 2006 supports 10,000 per character on a geforce 6800. I'm guessing this years engines should be seeing poly counts of between 6-7k.
  14. TheBlackJester

    Artist Needed for Web Project

    Hey There, A friend of mine and I are working on a web based project and we are in need of an artist to help out. The graphics we are looking for would be vector based and the style we are looking for would be similar to Zelda: A Link to the Past, but more modern in content. You know, kind of cartoonish / cell shaded. I would rather not divulge to much detail about the project over the boards, but if you are interested, please post and I will contact you. Thanks!
  15. As usual, I must have been missing something simple becuase when I used the DLL instance from DllMain, it worked perfect. Sorry for being such an ignoramous, and thanks for your suggestion!
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