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About Hawkblood

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  1. HOLY CRAP! I have to change a lot of stuff just to make this work.
  2. I'm currently using VS, but would the windows SDK work if I used a different compiler?
  3. There are a number of functions, structs, classes, and macros that don't exist within the Windows SDK. Mostly the ones in xnamath.... There may be a way, but when I tried to remove the DXSDK reference, I got LOTS of errors.
  4. I've been away for a VERY long time, so if this topic has already been discussed, I couldn't find it. I started using VS2017 recently and I keep getting warnings like this: 1>c:\program files (x86)\microsoft directx sdk (june 2010)\include\d3d10.h(609): warning C4005: 'D3D10_ERROR_FILE_NOT_FOUND': macro redefinition (compiling source file test.cpp) 1>C:\Program Files (x86)\Windows Kits\10\Include\10.0.16299.0\shared\winerror.h(54103): note: see previous definition of 'D3D10_ERROR_FILE_NOT_FOUND' (compiling source file test.cpp) It pops up for various things, but the reasons are all the same. Something is already defined..... I have DXSDK June2010 and referencing the .lib and .h set correctly (otherwise I wouldn't get this, I'd get errors) Is there a way to correct this issue or do I just have to live with it? Also (a little off-topic) the compiler doesn't like to compile my code if I make very small changes.... What's up with that? Can I change it? Google is no help.
  5. I didn't see anyone asking what the input is for..... Why do you need it so "precise"? If you are running at 60fps consistently and it drops to 30fps at some random time for a few seconds, that's still only 16.67ms difference. If the player can detect an input difference in 16.67ms, then the player is a freakin robot.   You *can* multithread the input, but you would want to declare any variables used to store the state of such input as "volatile". This will allow your main thread to view the data without releasing it from the detached thread. I'm in agreement with Kylotan. No matter if you poll the input in a detached thread or in the main thread, you will still be handling it at the frame rate of the main thread.....
  6. Unity I want to try Unity

    I suppose without the control I want with other engines, I'll have to stick with my own Frankenstein of a creation......
  7. Planet rendering issues

    (just read swiftcoder... This solution is similar but using long doubles) You can get around the problem by creating your own vector using "long double" values. This will mean you will need to create your own structure that handles the math that the vector structure uses and then modify your noise code to handle it. When you generate the vertex buffer for each LOD you will need to use a center value and add the offset values of each of the vertices to get a location for each vertex (using floats). The verts very far away will have the same problem as before, but they will be so far that the player can't see them. All the while preserving your noise generation precision.
  8. Unity I want to try Unity

    I won't have "levels". Imagine a small section of the galaxy (about 30,000 stars). Each star can be reached by the player (in a ship). Each star system can have several planets and moons. Each planet/moon can be landed on and explored (the entire planet not just small sections). That amount of data would make a level editor shoot himself in the face just thinking about it! It all needs to be procedurally generated. Also, rendering a complex system of a main planet and its moons with the potential of having planet rings with asteroids (think Saturn) would cause z-fighting like crazy if you don't render in stages by distance or do some scaling trickery. All of this will be done without a load screen or pausing while it generates. Like I said, I have a good portion of it done already, just without some of the cool shaders. I wouldn't even know where to start if I had to script that kind of complex system.
  9. Unity I want to try Unity

    I'm wanting to make a huge space game without transitions. In order to do that, I need to have control of the render loop. I have never done scripting before, so I don't know how I could use Unity with scripting to accomplish this...... I also don't know about UE4. What I don't want is an environment that I create "scenes" and script the objects. I need an engine that will give me pointers to the various functions like shaders and render objects. I already have a mostly working engine, but I thought I would try an engine that already had all the functionality. Is there any hope for me?
  10. What I want is an SDK or library to use in making games. What I downloaded seems to be only an environment that lets me place objects in a predefined scene. Granted, I have only looked at it for a short time, but I thought I would be able to use it in VS C++. Did I get the wrong thing?
  11. I'm at work, so I can't see the pictures, but if I understand what you are trying to do........   Keep track of two separate rotations (be sure to use quaternions). One for the camera and the other for the aircraft. The camera one is an "offset" of the aircraft. I would do this in two steps: -Calculate the camera's position and rotation:       -multiply the two quaternions and convert it to a matrix       -transform your camera's position by that matrix       -add the aircraft's position to your camera's position to get a "real location"       -the camera's "look-at" should always point toward the aircraft (update your camera's view matrix) -setup the aircraft's render matrix       -create the aircraft's render matrix from its quaternion       -position the aircraft in front of the camera to the specified distance       -render........
  12. OpenGL Moving light with camera

    I believe you are over thinking the problem. If the light is at the camera, then you have most of the calculations done for you as all the objects you want lighted will be oriented in relation to the camera's position and facing direction. Are you using a point light, directional light, or a spot light? Each has its own way of calculating lighting, but the idea is the same as far as position (except directional). You would only need the direction for directional and spots.
  13. Starfield shader pipeline

    I have a project that shows 30,000 stars around Sol. I use instancing to accomplish this. That's a big deal because rendering that many quads normally would be time consuming. DX11 (with a compatible GPU) makes short work of that problem.   If you can figure out how to get data back from the GPU, I would love to hear how...... The way I "pick" with mine is that I calculate the closest 16 within the map's orbit center and record the position of each on the screen. I also place markers on screen so the user can tell which ones they can select. When the player moves the orbit center, the calculation of the 16 changes for that location....
  14. I am doing some multithreading, but I have the exit process wait for them to finish before the main thread exits.   I have also noticed that on my laptop I don't get this problem....
  15. Let me be more specific in the sequence of events: (I run this in "release") I make changes to my code and compile. I run the program to see if the changes did what I expected (sometimes it's not what I expected). I exit the program and it dumps out to the compiler normally. I make more changes. I go to compile and that's when it tells me it can't write to the .exe After a while (less than a minute), I can try to compile again and it works normally.   I suppose it's possible that I am not deallocating memory, but I use "vector <>" for most of the stuff I do and I clear them before exit.   Posting my code would be a huge file, so no, I won't be posting that. Not to mention, I'm wanting to publish this game.   Could it be an antivirus thing? mhagain, I'll try that when I get home. it may be the problem.
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