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stuted

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  1. Hey! I would like to ask a simple question. Let me tell you my situation. I am willing to use UDK, for developing a game creator game actually. So I would like to simplify the toolset of the editor. I would like to simplify the user-interface of the editor. Can it be done with UDK? Thanks in advance
  2. So, would you mind giving me any advices?
  3. I have been thinking about the Neoaxis Engine, the Torque 3D Engine, and UDK. Not sure which to pich. Both the Torque 3D and UDK has the ability to those random terrains, I don't know how it is in Neoaxis. Torque 3D could be scripted with C++(programmed), and it has nice physics....
  4. Hey, thanks for the answer. I forgot to state, that I'm okay with the basics of C++. I have done my GSCE exam with it. This is why I said, i would like to be able to script the engine with C++.
  5. Hi, I don't want to take your time long, so I'm putting this straight away. I am looking for an engine I can script with C++ if possible, or is visually scriptable (I think something like the CryEngine 2 Editor's Node Graph). It should have physics, that is capable of visualising real-time destruction, like in Red Faction Guerrilla, or the FrostBite E. I want to script it to generate random terrain if it is told to do so. Being able to screen good graphics would be also a point. The reason I post this question is because, I feel insecure which engine should i use, it would be such a let down if I learnt an engine that is no use for me. So all in all, which Engine should I use, for developing an FPS game, that is capable of such things? Thanks in advance
  6. Hey, i have done the separating them, although i get an error from the linker: Microsoft DirectX SDK (August 2009)\Include\d3d9types.h Line 51 multiple definition of `dxClass::dxClass()' here are the files: winmain.h [code]#ifndef winmain_h #define winmain_h #include <windows.h> #include <windowsx.h> #define SCREEN_WIDTH 800 #define SCREEN_HEIGHT 600 LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); #endif[/code] winmain.cpp [code]#include "winmain.h" #include "dxcpp.cpp" int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { HWND hWnd; WNDCLASSEX wc; dxClass dxc; ZeroMemory(&wc, sizeof(WNDCLASSEX)); wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.lpszClassName = "WindowClass"; RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, "WindowClass", "DX9 interface", WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL); ShowWindow(hWnd, nCmdShow); dxc.initD3D(hWnd); MSG msg; while(TRUE) { while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } if(msg.message == WM_QUIT) break; dxc.render_frame(); } dxc.cleanD3D(); return msg.wParam; } LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch(message) { case WM_DESTROY: { PostQuitMessage(0); return 0; } break; } return DefWindowProc (hWnd, message, wParam, lParam); } [/code] dxheader.h [code]#ifndef dxheader_h #define dxheader_h #include <d3d9.h> #include <d3dx9.h> #include "winmain.h" #define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_NORMAL) class dxClass { public: dxClass(void); // cs mutatóba, semmit nem csinál ~dxClass(void);//hát ez se csinál semmit, de ki tudja mit hoz a jöv? void initD3D(HWND hWnd); void render_frame(void); void cleanD3D(void); void init_graphics(void); void init_light(void); void nullVBuffer(void); void nullIBuffer(void); private: LPDIRECT3D9 d3d; LPDIRECT3DDEVICE9 d3ddev; LPDIRECT3DVERTEXBUFFER9 v_buffer; LPDIRECT3DINDEXBUFFER9 i_buffer; struct CUSTOMVERTEX {FLOAT X, Y, Z; D3DVECTOR NORMAL;}; protected: }; #endif [/code] dxcpp.cpp [code]#include "dxheader.h" dxClass::dxClass(void) { } dxClass::~dxClass(void) { } void dxClass::initD3D(HWND hWnd) { d3d = Direct3DCreate9(D3D_SDK_VERSION); D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hWnd; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferWidth = SCREEN_WIDTH; d3dpp.BackBufferHeight = SCREEN_HEIGHT; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); init_graphics(); init_light(); d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE); d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50)); //d3ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); } void dxClass::cleanD3D(void) { v_buffer->Release(); i_buffer->Release(); d3ddev->Release(); d3d->Release(); } void dxClass::render_frame(void) { d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3ddev->BeginScene(); d3ddev->SetFVF(CUSTOMFVF); D3DXMATRIX matView; D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3 (0.0f, 8.0f, 25.0f), &D3DXVECTOR3 (0.0f, 0.0f, 0.0f), &D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); d3ddev->SetTransform(D3DTS_VIEW, &matView); D3DXMATRIX matProjection; D3DXMatrixPerspectiveFovLH(&matProjection, D3DXToRadian(45), (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, 1.0f, 100.0f); d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); static float index = 0.0f; index+=0.03f; D3DXMATRIX matRotateY; D3DXMatrixRotationY(&matRotateY, index); d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY)); d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX)); d3ddev->SetIndices(i_buffer); d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12); d3ddev->EndScene(); d3ddev->Present(NULL, NULL, NULL, NULL); } void dxClass::init_graphics(void) { CUSTOMVERTEX vertices[] = { { -3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, { 3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, { -3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, { 3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, { -3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, { -3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, { 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, { 3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, { -3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, }, { -3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, }, { 3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, }, { 3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, }, { -3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, }, { 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, }, { -3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, }, { 3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, }, { 3.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, }, { 3.0f, 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, }, { 3.0f, -3.0f, 3.0f, 1.0f, 0.0f, 0.0f, }, { 3.0f, 3.0f, 3.0f, 1.0f, 0.0f, 0.0f, }, { -3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, }, { -3.0f, -3.0f, 3.0f, -1.0f, 0.0f, 0.0f, }, { -3.0f, 3.0f, -3.0f, -1.0f, 0.0f, 0.0f, }, { -3.0f, 3.0f, 3.0f, -1.0f, 0.0f, 0.0f, }, }; d3ddev->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX), 0, CUSTOMFVF, D3DPOOL_MANAGED, &v_buffer, NULL); VOID* pVoid; v_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, vertices, sizeof(vertices)); v_buffer->Unlock(); short indices[] = { 0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11, 12, 13, 14, 14, 13, 15, 16, 17, 18, 18, 17, 19, 20, 21, 22, 22, 21, 23, }; d3ddev->CreateIndexBuffer(36*sizeof(short), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &i_buffer, NULL); i_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, indices, sizeof(indices)); i_buffer->Unlock(); } void dxClass::init_light(void) { D3DLIGHT9 light1; D3DMATERIAL9 material; ZeroMemory(&light1, sizeof(light1)); light1.Type = D3DLIGHT_DIRECTIONAL; light1.Direction = D3DXVECTOR3(-1.0f, -0.3f, -1.0f); d3ddev->SetLight(0, &light1); d3ddev->LightEnable(0, TRUE); D3DLIGHT9 light2; ZeroMemory(&light2, sizeof(light2)); light2.Type = D3DLIGHT_DIRECTIONAL; light2.Diffuse = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f); light2.Direction = D3DXVECTOR3(1.0f, -0.3f, -1.0f); d3ddev->SetLight(1, &light2); d3ddev->LightEnable(0,TRUE); ZeroMemory(&material, sizeof(D3DMATERIAL9)); material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); d3ddev->SetMaterial(&material); } [/code] What seems to be strange, that this error did not show up, when it was in one file only. It could be beacuse of the static in dxcpp.cpp? what should i do with it?
  7. Hi, let me get straight to the point. I have been reading for a while now the tutorials at a website, i don't know if its allowed to link it. Anyway, i got a code, and i was trying to put it in a class for easier use later, and for the practice. Here is my code as yet: [code]#include <windows.h> #include <windowsx.h> #include <d3d9.h> #include <d3dx9.h> #define SCREEN_WIDTH 800 #define SCREEN_HEIGHT 600 #define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_NORMAL) LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); class dxClass { public: dxClass(void); // cs mutatóba, semmit nem csinál ~dxClass(void);//hát ez se csinál semmit, de ki tudja mit hoz a jöv? void initD3D(HWND hWnd); void render_frame(void); void cleanD3D(void); void init_graphics(void); void init_light(void); void nullVBuffer(void); void nullIBuffer(void); private: LPDIRECT3D9 d3d; LPDIRECT3DDEVICE9 d3ddev; LPDIRECT3DVERTEXBUFFER9 v_buffer; LPDIRECT3DINDEXBUFFER9 i_buffer; struct CUSTOMVERTEX {FLOAT X, Y, Z; D3DVECTOR NORMAL;}; protected: }; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { HWND hWnd; WNDCLASSEX wc; dxClass dxc; ZeroMemory(&wc, sizeof(WNDCLASSEX)); wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.lpszClassName = "WindowClass"; RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, "WindowClass", "DX9 interface", WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL); ShowWindow(hWnd, nCmdShow); dxc.initD3D(hWnd); MSG msg; while(TRUE) { while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } if(msg.message == WM_QUIT) break; dxc.render_frame(); } dxc.cleanD3D(); return msg.wParam; } dxClass::dxClass(void) { } dxClass::~dxClass(void) { } LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch(message) { case WM_DESTROY: { PostQuitMessage(0); return 0; } break; } return DefWindowProc (hWnd, message, wParam, lParam); } void dxClass::initD3D(HWND hWnd) { d3d = Direct3DCreate9(D3D_SDK_VERSION); D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hWnd; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferWidth = SCREEN_WIDTH; d3dpp.BackBufferHeight = SCREEN_HEIGHT; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); init_graphics(); init_light(); d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE); d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50)); //d3ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); } void dxClass::cleanD3D(void) { v_buffer->Release(); i_buffer->Release(); d3ddev->Release(); d3d->Release(); } void dxClass::render_frame(void) { d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3ddev->BeginScene(); d3ddev->SetFVF(CUSTOMFVF); D3DXMATRIX matView; D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3 (0.0f, 8.0f, 25.0f), &D3DXVECTOR3 (0.0f, 0.0f, 0.0f), &D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); d3ddev->SetTransform(D3DTS_VIEW, &matView); D3DXMATRIX matProjection; D3DXMatrixPerspectiveFovLH(&matProjection, D3DXToRadian(45), (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, 1.0f, 100.0f); d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); static float index = 0.0f; index+=0.03f; D3DXMATRIX matRotateY; D3DXMatrixRotationY(&matRotateY, index); d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY)); d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX)); d3ddev->SetIndices(i_buffer); d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12); d3ddev->EndScene(); d3ddev->Present(NULL, NULL, NULL, NULL); } void dxClass::init_graphics(void) { CUSTOMVERTEX vertices[] = { { -3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, { 3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, { -3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, { 3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, { -3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, { -3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, { 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, { 3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, { -3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, }, { -3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, }, { 3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, }, { 3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, }, { -3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, }, { 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, }, { -3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, }, { 3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, }, { 3.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, }, { 3.0f, 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, }, { 3.0f, -3.0f, 3.0f, 1.0f, 0.0f, 0.0f, }, { 3.0f, 3.0f, 3.0f, 1.0f, 0.0f, 0.0f, }, { -3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, }, { -3.0f, -3.0f, 3.0f, -1.0f, 0.0f, 0.0f, }, { -3.0f, 3.0f, -3.0f, -1.0f, 0.0f, 0.0f, }, { -3.0f, 3.0f, 3.0f, -1.0f, 0.0f, 0.0f, }, }; d3ddev->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX), 0, CUSTOMFVF, D3DPOOL_MANAGED, &v_buffer, NULL); VOID* pVoid; v_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, vertices, sizeof(vertices)); v_buffer->Unlock(); short indices[] = { 0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11, 12, 13, 14, 14, 13, 15, 16, 17, 18, 18, 17, 19, 20, 21, 22, 22, 21, 23, }; d3ddev->CreateIndexBuffer(36*sizeof(short), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &i_buffer, NULL); i_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, indices, sizeof(indices)); i_buffer->Unlock(); } void dxClass::init_light(void) { D3DLIGHT9 light1; D3DMATERIAL9 material; ZeroMemory(&light1, sizeof(light1)); light1.Type = D3DLIGHT_DIRECTIONAL; light1.Direction = D3DXVECTOR3(-1.0f, -0.3f, -1.0f); d3ddev->SetLight(0, &light1); d3ddev->LightEnable(0, TRUE); D3DLIGHT9 light2; ZeroMemory(&light2, sizeof(light2)); light2.Type = D3DLIGHT_DIRECTIONAL; light2.Diffuse = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f); light2.Direction = D3DXVECTOR3(1.0f, -0.3f, -1.0f); d3ddev->SetLight(1, &light2); d3ddev->LightEnable(0,TRUE); ZeroMemory(&material, sizeof(D3DMATERIAL9)); material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); d3ddev->SetMaterial(&material); } [/code] I guess you have seen this code, because of the source. My question is, into how many files should i split up this file, and what should be those's content. Thanks in advance.