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Jason Jones

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  1. Jason Jones

    Advise on Class structure

    Interesting comments, I shall attend to them.   Thanks for your input.
  2. Jason Jones

    Advise on Class structure

    Thanks Juliean there are some very useful comments there I shall add the tidy up to my to do list   Thank you ! . 
  3. Hi, I have a couple of classes here, are they okay, how could I improve them,   thanks in advance . ..   class mesh_object { public:     LPD3DXMESH              m_Mesh;     LPD3DXMESH              sub_set;     LPD3DXMESH              inplace;     LPD3DXMESH              sub_Surface ;     LPD3DXMESH              tm_mesh;     LPD3DXMESH              Quad_Clone;     LPD3DXMESH              Bounding_Box;     LPD3DXMESH              m_worldAxisCursor;     LPD3DXMESH              m_localdAxisCursor;     LPD3DXMESH              pCursor;     LPD3DXMESH              LINE_SEG_MID_POINTS ;     LPD3DXMESH              e_tmp;     D3DVECTOR*              v_quad_ptr;     DWORD dw_select;     DWORD dw_select_II;     WORD* v_sel;     DWORD v_num;      D3DVECTOR v_Center;     materials*             mat_ptr;       mesh_object();     void createSphere(  LPDIRECT3DDEVICE9&  );     void Build_Cursor(  LPDIRECT3DDEVICE9&  );     LPD3DXMESH createAxisCursor(  LPDIRECT3DDEVICE9&   );     void render( HWND,                  LPDIRECT3DDEVICE9&,                   materials*,                  matrix,                   LPD3DXMESH,                   LPD3DXMESH,                  LPD3DXMESH,                  LPD3DXMESH,                  LPD3DXMESH,                  LPD3DXMESH,                  bool,                  bool,                  float                  );      LPD3DXMESH Generate_Normals(LPD3DXMESH );    LPD3DXMESH mesh_x_rotation(LPD3DXMESH, float, DWORD );    LPD3DXMESH mesh_y_rotation(LPD3DXMESH, float, DWORD );    LPD3DXMESH mesh_z_rotation(LPD3DXMESH, float, DWORD );    LPD3DXMESH update_cursor( LPD3DXMESH  );    D3DVECTOR Zero_Bounding_Center( LPD3DXMESH );     D3DVECTOR Get_Bounds(LPD3DXMESH );    D3DVECTOR Get_Bounds_1(LPD3DXMESH );    mesh_object re_initialize( mesh_object );    LPD3DXMESH update_mesh_cursor( LPD3DXMESH , D3DVECTOR   );    LPD3DXMESH  Set_Mesh_Color(LPD3DXMESH );    LPD3DXMESH  Set_Mesh_Color_WHITE(LPD3DXMESH );    LPD3DXMESH move_mesh( LPD3DXMESH , float , float , float  );    LPD3DXMESH  inializeColors( LPD3DXMESH p_mesh,                                  int pointStep );    bool CheckOrientation( LPD3DXMESH );    LPD3DXMESH Get_Face( LPD3DXMESH ,  DWORD );    DWORD Select_face(LPD3DXMESH , HWND, LPDIRECT3DDEVICE9&  );    DWORD Get_Next_Face( LPD3DXMESH p_mesh,  DWORD dw_index  );    LPD3DXMESH GetLastVertex( LPD3DXMESH, DWORD, DWORD );    WORD* mesh_object::GetIndex( LPD3DXMESH p_mesh, WORD* wrd_ptr );    LPD3DXMESH SetAffineLocators( LPD3DXMESH, WORD* );    LPD3DXMESH GetAffineCenter(LPDIRECT3DDEVICE9&,                                LPD3DXMESH,                                 LPD3DXMESH,                                WORD* );         LPD3DXMESH SetAffineCenter( LPDIRECT3DDEVICE9& p_device,                                 LPD3DXMESH p_mesh,                                  LPD3DXMESH e_mesh,                                 WORD* w_ptr );       D3DVECTOR GetBounds(LPD3DXMESH, int );     DWORD PreProcessQuad( LPD3DXMESH p_mesh  );       LPD3DXMESH create_mesh_from_index( LPDIRECT3DDEVICE9& p_device,                                           WORD* p_Index,                                              LPD3DXMESH p_mesh,                                              int n_point );     FLOAT_QUAD Get_Mid_Point_RC( LPD3DXMESH , DWORD   );     D3DVECTOR* getLocatorVectors( LPD3DXMESH,                                    FLOAT_QUAD ,                                     D3DVECTOR*                                   );       D3DVECTOR GetspecificVector( D3DVECTOR,                                   LPD3DXMESH ,                                  int  );       LPD3DXMESH CloneAffineObject( LPDIRECT3DDEVICE9& p_device,                                    LPD3DXMESH,                                    WORD* );       };   class arbitrary_transform { public:       bool b_affine_scale;     D3DXVECTOR3* v_normal;     D3DXVECTOR3* v_rotation_normal;     D3DXVECTOR3* v_rotation_normal_A;     D3DXVECTOR3* v_normal_II;     D3DXVECTOR3* v_cursor_normal;     D3DXVECTOR3* v_edit_object_normal;     D3DXVECTOR3* Align_Vec;     D3DXMATRIX arb_transform;     D3DXMATRIX normal_transform;     D3DXMATRIX edit_object_transform;     D3DXMATRIX re_rotation;     D3DXMATRIX re_rotation_A;     D3DXMATRIX local_Transform;     D3DXMATRIX ROTATION_B;     D3DXMATRIX ROTATION_A;     D3DXMATRIX  secondary_transform;     D3DXMATRIX scale_Transform;     D3DXVECTOR3* aX ;     D3DXVECTOR3* aY ;     D3DXVECTOR3* aZ ;     D3DXVECTOR3*  v1;     D3DXVECTOR3*   v2;     bool bdrawAffineSelect ;     D3DXVECTOR3* local_Normal ;     DWORD dw_transform_type ;     D3DXMATRIX arb_transform_A;     D3DXMATRIX mat_center;     D3DVECTOR v_mid_point;     float m_Angle;   public:       arbitrary_transform() ;       ~arbitrary_transform() { }       D3DXVECTOR3* GetAffineMidPointNormal( LPD3DXMESH, D3DXVECTOR3* );       D3DXMATRIX create_arbitary_axis( D3DXVECTOR3*  );       D3DXMATRIX create_non_affine_axis( D3DXVECTOR3*  );       D3DXMATRIX CreateLocalAxis( D3DXVECTOR3* ,                                 D3DXVECTOR3*,                                 D3DXVECTOR3* );       LPD3DXMESH Mesh_Transform_ArbObject( LPD3DXMESH,                                      D3DXMATRIX         );       LPD3DXMESH RotatateSubMeshOrthogonal( LPD3DXMESH, D3DXVECTOR3* );       int GetDotRotationDir( LPD3DXMESH );       float GetDotRotationValue( LPD3DXMESH );       float GetDotRotationValueYW( LPD3DXMESH );       DWORD Get_Quad_Orientation( LPD3DXMESH  );       float GetDotRotationValue_YW_2( LPD3DXMESH );           LPD3DXMESH Mesh_Transform_Arb( LPD3DXMESH,                                      D3DXMATRIX );         LPD3DXMESH Mesh_Transform_Arb2( LPD3DXMESH,                                      D3DXMATRIX );       LPD3DXMESH TransformVerticesAndNormalsArb( LPD3DXMESH ,                                                D3DXMATRIX  ,                                                         D3DXMATRIX );       D3DXVECTOR3* Get_Arb_Normal( LPD3DXMESH, WORD*, DWORD );     D3DVECTOR Get_Arb_Vertex( LPD3DXMESH, WORD*, DWORD );     D3DXVECTOR3* GetAX( LPD3DXMESH, D3DXVECTOR3* );     D3DXVECTOR3* GetAY( LPD3DXMESH, D3DXVECTOR3* );     D3DXVECTOR3* GetAZ( LPD3DXMESH, D3DXVECTOR3* );     LPD3DXMESH Transform_Coordinate_Plane( LPD3DXMESH,                                        D3DVECTOR );       D3DXVECTOR3* GetAYCrossAY( D3DXVECTOR3*, D3DXVECTOR3*, D3DXVECTOR3* );      LPD3DXMESH  InsertAffineMidPoint( D3DVECTOR,                                       LPD3DXMESH ,                                      LPDIRECT3DDEVICE9&,                                      LPD3DXMESH );       D3DVECTOR* GetConstantvectors( WORD*,                                    LPD3DXMESH,                                    D3DVECTOR,                                     DWORD                                  );       LPD3DXMESH Set_Arb_Vertex_Color( LPD3DXMESH , WORD* , DWORD  );     LPD3DXMESH Translate_Arb_Mat( LPD3DXMESH, D3DXMATRIX, D3DVECTOR );     LPD3DXMESH translate_mesh( LPD3DXMESH , float , float , float  );   };  
  4. Jason Jones

    Would you judge some of my work please

    With respect, this kind of thing is conceptual and nothing to do with dyslexia. This is to do with understanding core concepts about when and when not to use dynamically allocated memory. My concern is you do yourself no favours by dismissing this kind of misunderstanding as something beyond your control. But none of my business really. Good luck.   Yes, you are 100 % right it is a conceptual thing and pointers took a long time for me to get in c and c++ as the notation is a little confusing. So, there are is a confusion of notation but the notation defines and describes a concept.   your input has been really useful as it has clarified the concept.   Which is good for me, thanks for your help.
  5. Jason Jones

    Would you judge some of my work please

    Thanks for your comments, the website itself is very much a product of recruiters not wanting to acknowledge that I am a  software engineer which is very frustrating an I think that comes across in the web site, so it was a case of uploading what I could, code and the result of the code and hope that they would 'get it' but they just do not want to know so the comments on this post are very useful.   Thanks again for your comments.
  6. Jason Jones

    Would you judge some of my work please

    Thanks for your comments, I like the'bonus' comments they are useful.   And in a way you and the otter posts have answered a question as to how to  put the web site together and I think the solution is as follows : I should create a prettier web site that is easy to navigate that takes the browser through the work on a step by step basis.   So, really some type of use friendly abstraction level between the concepts that are being developed, why they are difficult to achieve and then how to implement a solution   even other developers do not want or have the time to put on another thinking cap just to browse a web site, i guess.   Thanks for your suggestions.
  7. Jason Jones

    Would you judge some of my work please

    Yes you are absolutely right the dyslexic errors cab be the most expensive as they usually cannot be seen a common one being mistyping a minus in a for loop instead of an equal example : for ( x - i ; x < j; j++), can be a real show stopper.
  8. Jason Jones

    Would you judge some of my work please

    Thanks for the advise, I think its a kind of dyslexic thing.
  9. I would really appreciate it if some of you could judge some of the work I have placed online, my website is :     http://www.zenandtheartofd3dx.co.uk/   btw : I am dyslexic so they are not typos as I just cannot see the typos.   But I would really appreciate some feedback from you and hopefully some of it will be okay.   Thanks,   Jason . . .
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