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adam17

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  1. Just to give the quick TLDR response to this, I would highly recommend looking into universities with high game development rankings. Check their media school ranking if you want to do game design or check their computer science school ranking if you want to do software development. I did a lot of research for schools and how they rank for software development and game programming. My search showed that USC has the best program. I am currently attending school at USC and I have to say it is very rigorous, but it will open you to so many different aspects of software development. They teach concepts on very detailed levels which will be extremely beneficial to your future in or out of the game industry. Take a look around and see what is out there. Personally I would recommend staying away from tech schools and look at universities instead. That's just my opinion though.
  2. I'm working on an assignment for my graphics class and I've encountered a problem. Basically I have a set of coordinates in World space and I have to transform them into Screen space and display them. I have to manually build all of the matrices and do the transformations by myself (no opengl or d3d). I have the following 3 matrices[list] [*]Xsp (proj to screen transform) [*]Xpi (image to projection transform) [*]Xiw (world to image transform) [/list] I'm rendering to a 256x256 frame buffer, so my Xsp matrix looks like this: [code] 128 0 0 128 0 -128 0 128 0 0 1 0 0 0 0 1 [/code] My Xpi matrix has m[3][2] set to tan(fov / 2) where my fov = 35. (In the matrix .32 was just rounded for easier viewing) [code] 1 0 0 0 0 1 0 0 0 0 1 0 0 0 .32 0 [/code] Lastly my Xiw matrix is just the inverse of my camera transform. The camera is at 0,0,-15, looking at 0,0,0 with an up-vector of 0,1,0 [code] 1 0 0 0 0 1 0 0 0 0 1 15 0 0 0 1 [/code] Using just these three matrices I can multiply them against a coordinate and get it transformed into screen space just fine. The catch is when I want them to be perspective correct. I've tried figuring out what 'w' is, but I cannot find a solid definition of how to calculate it. Some places are saying that the final Z value is used to divide X and Y by, but it doesn't look right. Some places are saying the W coord that is calculated by multiplying the matrix with the coordinate (assuming 1.0 for the 4th coord) is the W to divide by. I can't seem to get either method to work. My question is what is W and how is it calculated? Thank you so much in advance! -Adam
  3. WOW giana sisters is a blatant ripoff! im betting there was a lot of money lost over that. as far as finding games identical to mario, that wasnt my goal. i was trying to figure out what makes mario sell millions of copies even though the genre is very old. it seems that mario is the only franchise that knows how to make a good 2d platformer. donkey kong for the SNES was amazing. it was a lot of fun. as for it being the mario franchise alone? that im not sure about. if that was the case, younger kids say around 10 years old, would not be interested in mario. they would play it for a bit and leave it unfinished. is it the story? it couldnt be. rescuing the princess is the main story. nothing more than that. the story in a porno is more engrossing lol. is it the mechanics? mario is about timing with a touch of exploring. you need to time the jumps and runs perfectly to avoid enemies and/or get coins. this lends the urge to become perfect and gain higher scores and faster times. is it the graphics? maybe. during the NES years of mario, no other game (for a while) had smooth side scrolling graphics. most games loaded screen by screen. every console after that mario was outshined graphically by tons of other games. the graphic style within the past few years may have some selling appeal. every mario game is cute and cuddly. take the turtles in new SMB. they dance with the music. fortunately it adds to the gameplay. donkey kong for the SNES (namely the second and third games) fall into the cute and cuddly category too. they sold tons, and they had nothing to do with mario. japan has a knack for cute and cuddly. look at pokemon and hello kitty. look at packaging for products. everything is super happy and cheerful. i dont know. there is an essence that mario contains that draws players to it year after year, and i cannot figure it out.
  4. I was playing New Super Mario Bros Wii over the past few days and started wondering if there are other games out there that are similar to Super Mario. I started brain storming and was only able to come up with Donkey Kong for the SNES. There were some other titles, but I discarded them because they did not involve the same game mechanics. Take for example Contra. It is a 2D platformer, but I discarded it because it involves shooting. Are there any other games out there that share similarities to Super Mario? If not, why are there none? FPS's are a dime a dozen and there are almost no differences between them.
  5. Personally what I have done is built a small app that will take a folder of textures and generate a square sprite sheet. The app also generates an XML file that list every frame's position in a Rectangle format (x, y, w, h). The animation class then just passes the uv coordinates (rectangles) to the render along with the sprite sheet to do rendering. I built it that way so if an artist wants to specify their own coordinates, or use a pre-existing non-square sprite sheet, they could.
  6. Quote:Original post by chlerub You pass "CommonBase" string instead of the actual type you want to instantiate. Pass the type you found (t), not a string. WOOHOO!!! thanks for the help! that got it working! thanks -Adam
  7. i appreciate the help you have provided me so far. im still having a bit of a problem though. here are my base classes, and the derived classes: public class CommonBase { public virtual void DoStuff() { Console.WriteLine("BaseClass - DoStuff()"); } } public class BaseClass : CommonBase { public override void DoStuff() { Console.WriteLine("CommonBase - DoStuff()"); } } public class Class2 : CommonBase { public override void DoStuff() { Console.WriteLine("Class2"); } } public class Class1 : BaseClass { public override void DoStuff() { Console.WriteLine("Class1"); } } here is my experiment code that loads the dlls: string currentDirectory = Directory.GetCurrentDirectory(); string[] libraries = Directory.GetFiles(currentDirectory, "*.dll"); CommonBase baseClass; Console.WriteLine("CurrentDirectory: " + currentDirectory); foreach (string s in libraries) { Console.WriteLine(s); Assembly a = Assembly.LoadFile(s); Type[] types = a.GetTypes(); foreach (Type t in types) { if (t.BaseType == typeof(CommonBase)) { Console.WriteLine(t.FullName + " is a type of CommonBase"); baseClass = (CommonBase)a.CreateInstance("CommonBase"); baseClass.DoStuff(); // crashes here because baseClass is null } Console.WriteLine(); } } am i doing something wrong to cause the crashing? thanks -Adam
  8. im trying to build a simple plugin system, but im having some issues. i have an abstract class that all plugin classes need to inherit from. once a plugin is built it will be put into a directory for the program to pull from. i can search the directory from the program to find the dlls and i can load their assembly. the problem that i am having is that i cannot figure out how to create an instance of that plugin class. its very easy when you know the name of the class, but how do you do it when you dont know the name of the class? thanks -adam
  9. in all of my methods, i have the call to the base method at the very end ie base.Initialize() shows up at the very end of my overridden Initialize method. i looked through my code a little and found something that might be a culprit but im not sure. here is a simple example: class GameState : DrawableGameComponent {...} class Menu : DrawableGameComponent {...} class TestState : GameState { public Menu menu; // could this be a part of the problem? } to help elaborate (if necessary) GameState is used in a GameStateManager which inherits from DrawableGameComponent. the GameStateManager is setup in Game.cs in the method Initialize and before base.Initialize() is called.
  10. I am running into a weird problem. I have a class that inherits from DrawableGameComponent, and I have overridden the Initialize, LoadContent, UnloadContent, Update and Draw methods. Update and Draw are called as normal by XNA (i dont know who calls the methods exactly, but i know im not calling them explicitly). the weird part is Initialize, and LoadContent are never called. What could be causing this? Thanks -Adam
  11. i had a game similar to that in the third grade called math blaster. i remember it actually being fun. im pretty sure your idea will work pretty well. I would do some play testing with some kids to see if the game will be too difficult or not. personally i wouldnt do anything more difficult than multiplying 2 numbers together. when you add more than that, it becomes really difficult. difficult enough that a lot of adults wouldnt be able to keep up. adding several numbers is a lot easier though. as for the setting up numbers to multiply together, i would suggest having an equation show up on the bullet itself. that way the player only has to concentrate on one spot rather remembering which ship it came from and then looking back at their own ship. during that time the player can type in their answer. Quote:Original post by lightbringer You could also expand the concept from addition all the way to differential calculus and beyond, or to fields beyond math. i REALLY like the idea of calculus. omg that would have helped me out soooo much a few semesters ago! you could teach simple concepts in learning chain rule, product rule, quotient rule, integrals, etc. i havent taken differential cal so i dont know much about it :D
  12. AWESOME! thanks for all of the help! I was able to fix my problem thanks to you.
  13. Thanks for the quick reply! what do you mean by smart pointers? im a little hesitant about using pointers because right now im using c++, but later this will be ported to C#.
  14. im having a weird issue with a virtual function. here is my code: class Base { public: int num; virtual void func() { cout << "Base func()\n"; } }; class Child1 : public Base { public: int myNum; void func() { cout << "Child1 " << myNum << endl; } }; class Child2 : public Base { public: int myNum; void func() { cout << "Child2 " << myNum << endl; } }; void main() { vector<Base> obj; Base b; Child1 c1; Child2 c2; b.num = 0; c1.num = 1; c1.myNum = 2; c2.num = 3; c2.myNum = 4; obj.push_back(b); obj.push_back(c1); obj.push_back(c2); for(size_t i=0; i < obj.size(); i++) { cout << obj[i].num << endl; obj[i].func(); } } when i compile and run it, i get the following: 0 Base func() 1 Base func() 3 Base func() Press any key to continue . . . its my understanding that when i call the function func(), it will call func of the class its defined in, not base class every time. is this a problem with vector maybe?
  15. Quote:Original post by direwulf Quote:i also have a class handling the map. my problem is how do i pass information between the managers efficiently? Using references or pointers... Quote:how does the tower get bot positions sent to it? Why does a tower have bot positions sent to it? That doesn't sound like a typical function of a tower. Please word your question more clearly, as I haven't a clue what you are actually trying to do. If I had to GUESS what you are trying to do, I'd guess that you were trying to find all units that are within some range from a specific point. This is called a range search, and can be implemented in O(1) time using a regular grid if the distribution is uniform, or O(log n) time using a kd-tree for a general distribution. sorry about the wording. i was in a rush before leaving work. the range search sounds like a good idea. how would i go about implementing it in O(1)? do you mean O(n)? currently i have a botManager class, towerManager class, and a map class. the map class contains all of the tiles in the grid, and the models. the botManager handles all of the bots, and the towerManager handles all of the towers. i put a botManager and a towerManager inside of the map class so the map can call the updates. here is a quick example: class Tower { //... }; class TowerManager { public: vector<Tower> towers; //... }; class Bot { //... }; class BotManager { public: vector<Bot> bots; //... }; class Map { public: BotManager botManager; TowerManager towerManager; //... }; should i just have the map class handle tower-bot searches? [Edited by - adam17 on September 22, 2009 4:11:33 PM]