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About deathwingA

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  1. 3D Wall Collision(or 3D collision in general)

    Btw is bullet going to take a lot of time to integrate or use? I would really love if it could handle collision for me but I don't have any experience whatsoever on the library.
  2. Is it possible to program fbx model reader in VS2017?

    So it works just fine ?
  3. I heard you need the SDK for it,but autodesk doesn't seem to provide one for VS2017.....or do you not need it to load and render fbx models?
  4. 3D Wall Collision(or 3D collision in general)

    Thanks for the answer! I have been away for a while but I'll research on them.
  5. As you can see above,I manage to get collision of stage floor,but failed on the walls...my code is in a very messy condition so I can't show anything....unfortunately. This is C++ with DirectX9 btw All I need is simple collision detection for these walls, I want to know how you guys deal with this problem and the reason for using the method,if possible since I'm not that that good at 3D programming without using engines such as Unity so any suggestion will help. Have been stuck here for a while.....
  6. [C++]Ways to access functions of other class

    Thinking of doing this if I decide to do seperated camera between normal one and cutscenes.Thanks tho’. Oh wow,it does work now that i think about it...neat,Thanks.I’ll try it.
  7. [C++]Ways to access functions of other class

    Looks great,thanks....this does allow me to include less header,which is good
  8. [C++]Ways to access functions of other class

    Thanks for the response...Firstly: I'm thinking of having camera only follow players and do cutscenes,so.....I don't know if i need that(?),thanks tho. this.I need an efficient way that is lighter.Tho'..... I'm kinda lost here....is this about how the camera works? If so,then I'm sorry,I think I'm not specific enough...I'll edit the OP a bit
  9. For example,what I want to do is access getter from current class: class Player { private: Vector3 pos; //Position public: Player(char *filename); ~Player(); Vector3 GetPos() { return pos; } Vector3 GetForward() { return forward; } }; and access it from here void CameraWorks::Update() { pos =/*player pos + etc2*/; } .....so what I want to know is which is the better way to get access to other class function,I know of 3(2?) ways to do it: 1. Add extern Player*player; in player.h and use player->GetPos(); ----->what I'm currently using,but it doesn't sound safe 2. adding Singleton Pattern and do player->getInstance()->GetPos(); -------> this also works but i heard singletons are bad 3. do something like this: void CameraWorks::Update(Player*player)--------------->don't know if this work tho' Which one is better design ? or are they all bad and theres other ways to do this? Edit: Code above is incomplete one,my current camera is like this void CameraWorks::Update() { type = player->GetCurState(); switch (type) { case camType::DEFAULT: pos = player->GetPlayerPos() - player->GetPlayerForward() * 5 + Vector3(0, 5, 0); mViewport->Set(pos , player->GetPlayerPos() + Vector3(0,4,0)); break; case camType::AIM: pos = player->GetPlayerPos() - player->GetPlayerForward()*4 + Vector3(1, 3.5f, 0); mViewport->Set(pos, player->GetPlayerPos() + Vector3(2, 3.5f, 0)); break; case camType::SCRIPTED://for cutscene break; } } Currently having it only follow players back TPS-style
  10. Developement alone need help and Tips

    Yes ,in fact ,that is what i have been doing , tho' I'm so slow I thought I might as well post somewhere while still researching on my own,to get more info,I guess. Valid point,I plan to do only simpler and doable replica game(with a bit of my own system) and only 1 stage of the game,only to get something to show to the companies I plan to apply for. However,I do find myself in situation where I tried to perfect everything in the game,which do confuse me and causes loss of time .........I'll remember it,thanks.
  11. Developement alone need help and Tips

    Octrees looks like it could help,depends on the graphic,i guess. I don't think I have time to integrate new physics engine except for easier ones Looks interesting,will try this if things get too laggy. on my side(and if i have time). Thanks for the replies guys,its giving me more insight on the subject .
  12. Developement alone need help and Tips

    I think i do need to knock trash cans and doors....can you give me an example of that real physics.
  13. Developement alone need help and Tips

    Sorry for the late reply and thanks for your time.I'm not too experience with collision,but does bounding boxes does it for TPS-like game? Because it should be lighter for my game that way since school's engine causes lag if the game has lots of models to collide with.
  14. Hello everyone,I'm new here,and i'm planning on starting a developement of a game similar to Psycho Break(Evil Within in English?) using VS2017 C++ with help of my school's custom engine(which i'll refer as IEX) that use DirectX 9 as its API(a bit old). Knowledge i have: basic C++, a bit of shader,a bit of design patterns, able to use autodesk softimage, basics of 2D game programming and 3D(maybe). Experience I had with developement includes 4 2D games, 2 3D games(one of which is being done in Unity),all of them is team projects.Other than the one with Unity, everything is developed with help of school's engine(because it already has a lot of things from rendering to vertices based collision) What I seek: 1.Any tips or helpfull site(?)for developing games(I suck at searching for what i need for some reason) 2.A way to load and render fbx models because IEX can only render .imo,.iem,and .x files 3.A more smooth and lighter collision because mine check every vertices with the other models it supposed to collide with Lastly,my english isn't that good so please be gentle.Thanks.
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