Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

139 Neutral

About Deathscythe

  • Rank
  1. Deathscythe

    Game Design typically require calculus?

    As someone who has worked in the industry for nearly 4 years (more than 1 year as a programmer), I say, Take Calculus. Is it required? No Should you learn anyways? Absolutely Here's a basic philosophy that has been a tremendous amount help. The more tools you have in your toolbox, the better able you are to take on challenges. (This is what makes some people more valulable workers). Calculus is an extremely powerful tool used to solve both theoretical AND real world problems. The more problem solving skills you posses, the better off you will be. Learn Calculus, learn science, learn physics, learn writing, learn as much as you can. Knowledge is a powerful form of currency in this world. You will never be worse off for having more. Ok, It seems I've gotten carried away at the end. I've just gotten sick of people simply focusing "minimum requirements" or "least amount of effort needed to..." aspect of thier goals. Take Calculus, it won't kill you and you will be better off knowing it than not.
  2. Try this: Disable Depth writes Render objects with transparency (Grass) Enable Depth writes
  3. Deathscythe

    How to run an application in c++

    Try: ShellExecute(NULL, NULL, L"C:/Documents and Settings/Joly/Bureau/Dissertation/Artificial Neural Network Applications/gl_matrix_texture/gl_matrix_texture/Debug/SaveLoad.exe", NULL, NULL, SW_SHOWNORMAL); or ShellExecute(NULL, NULL, _T("C:/Documents and Settings/Joly/Bureau/Dissertation/Artificial Neural Network Applications/gl_matrix_texture/gl_matrix_texture/Debug/SaveLoad.exe"), NULL, NULL, SW_SHOWNORMAL); The _T() and L macros are what you need to conver string literals to the proper type [Edited by - Deathscythe on June 23, 2006 7:42:02 PM]
  4. Try catching WM_ACTIVATEAPP instead of WM_ACTIVATE. I think that is sent slightly earlier. It solved a similar problem I had in my engine.
  5. How would I go about forward declaring classes in managed C++? The unmanaged why doesn't seem to be working.
  6. Is there any way to have a GLSL fragment shader not write that fragment's depth value to the depth buffer. I want to emulate doing this: glDepthMask(GL_FALSE) Render() glDepthMask(GL_TRUE) with SetMyShader() Render() SetSomeOtherShader() Thanks in advance
  7. Deathscythe

    Billboarding with gluLookAt?

    Try this algorithm: Matrix billboard = Camera->GetViewMatrix(); billboard = TransposeMatrix(billboard) billboard.SetUpperLeft3x3ToIdentity(); glPushMatix() glMultMatrix(billboard) RenderSprites() glPopMatrix();
  8. Deathscythe

    Help with ARB point Sprites

    Is there any what to find out what that d value is at any given time? My particle's size doesn't seem to be decreasing as a function of distance.
  9. My point sprits don't seem to be scaling down as thier distance from the camera increases. I think these two lines determine how it's supposed to be scaled: // This is how will our point sprite's size will be modified by // distance from the viewer float quadratic[] = { 1.0f, 0.0f, 0.01f }; glPointParameterfvARB( GL_POINT_DISTANCE_ATTENUATION_ARB, quadratic ); However, I can't find any documentation on what the coefficients should be and how they relates to scaling. Thanks in advance
  10. n/m I decided to use ARB point sprites
  11. Hi, I'm trying to write a particle engine for my game project. I've been having trouble achieving good spherical billboarding for the particles. I've been calculating a billboarding matrix and then using that as one of the transformations. The results have not been very accurate. My game also makes use of GLSL shaders. I was wondering if there was a why to leverage the vertex shaders to achieve spherical billboarding. I was thinking something along the lines of: gl_Position = gl_ProjectionMatrix * gl_ModelMatirx * gl_Vertex; The theory is to remove the View Matrix for the transformations. Would this work? Is there something else anyone could suggest? Thanks in advance
  12. neuch: Isn't that the same as the depth buffer? If so, that doesn't work because then my effect can appear on top of some object that they are supposed to be behind.
  13. I'm having a bit of trouble blending my particle effects with the rest of my scene. My problem comes when one particle is in front of an object but behind another particle. Because it fails the depth test (being behind another particle), it doesn't contribute to the specified pixels even when the existing pixel does not have full alpha. I tried glDisable(GL_DEPTH_TEST) and that got my particles blending with each other just right but then would be drawn on top of objects that they are supposed to be behind. How do I get this to work? How do I get a particle's pixel to contribute to the scene in the case where the previous pixel had an alpha value of < 1 AND in front of the current pixel? If it helps, I'm using GLSL for fragment shading. Thanks in advance for your help.
  14. Let me know if you can, if so I will be uninstalling Flash and will never run flash on my computer.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!