G-Force

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About G-Force

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  1. Strings from C++ template arguments.

    Use typeid It's a C++ keyword the following will get what you want template<class T> class Test{ public: Test(){ std::cout << typeid(T).name() << std::endl; } };
  2. Don't bother converting just use std:wstring and std::wstringstream to do all your formatting
  3. Official GDNet+ Appreciation/Suggestion Thread

    This would be a very large feature to add, but all the same I think it would be good. Why not have a system for forming teams and giving them a way to develop games together. It would be a kind of sourceforge/moddb combination with whatever other features would be needed. Stuff like CVS, private boards for group members, web space to promote the game (extension of gds), the help wanted fourm could also be folded into it, to provide a system for groups to recruit. As someone mentioned before the games produced could be sold via gamedev.net If gamedev.net became a minor publisher of online distribuatable games it could provide benifits to the developers, so they could get off the ground, then they take there cut. So that would make it kind of like garage games and top coder combined. So basically make an add on system that combines the existing fucntionality with a sourceforge/moddb/garage games/top coder style system. Hmmmm.... I think I may have rambled on a little there.
  4. Processing Exessively Noisy Images

    If all you want is the circle of the pupil then use the hough circular transform. It will detect circles in extremely noisey images. the image needs to be binary before you use the transform. There are loads of docs if you search google.
  5. Climbing hills?

    You can shoot a ray from the object though the plane of the terrain and use plane-ray collision detection to determine how far the origin of the ray is from where it intersects the plane.
  6. Cubic Environment Mapping Problem

    Try computing the reflection vector in the pixel shader. In theory it should smooth out what you are seeing. You can use the HLSL reflect function and give it the normalised view vector and surface normal.
  7. I'd just move the camera along which ever way you want to scroll. Keep transforming vertices for moving the actual objects themselves and move the camera for scrolling.