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About DarkSlayer

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  1. Have been searching on google, and this forum which have alot of links to various sprites ... but havent found anything that makes me jump really.. I was just thinking of testing out some simple game concepts/mechanics using a web server/service, and was in need of some simple sprites. Was thinking of something like a turn based game. City building sprites like in old caesar, or civ /col, or zelda like. or even C&C/Red Alert type sprites.(could do chess, but bah .. boring). Size doesn't really matter, but should be of some usefull size. "Thumb size". Must be square(not diamond), and equal dimensioned like 32x32 all of them. Animation is not needed (not now at least).
  2. There is two basic ways on how to get an object to react on input. Eiter poll, og get polled. Polling is easy, but I don't want to create an application drawing 99% cpu if I can awoid it. I want to try an approach similar to Java and C#, where I create an function in the class that are to respond on input. This function should then be registered in an event object or some sort... The best thing would maybe to create a window object that contains the creation of an window(I usually either makes fullscreen, or basic windows anyway). Then I could pretty much just start my code by creating an object that derives from the window, and set some basic stuff to get it up and running. But how to deal with the good old win32 message system? I want to hide it as much as possible. If I want a particular object to react on a particula message or input, I want a clever way to do this, at the same time as easy and reusable as possible. If I want to add another input system like directX, or ... whatever ... I also want a good way for this.
  3. DarkSlayer

    triangles in directx

    a note: texture coordinates u and v are usually a number between 0 and 1. If I make a texture for a plane, I might make 1 image that has images of the wing, fuselage, wheels, etc all over the image. Then I map the different polys in a model to the different parts of the image. The coordiantes will then be between 0 and 1, and by that I don't depend on a particular resolution of the image. It even makes easier to make different versions of the texture, depending on how good the texture need to be, and what details you need. Recommend a tutorial by "andy pike", he had a good dx 8 tutorial that uncovered these fancy details. And I also recommend learning 3D modeling, so you get a better understanding of the different parts of a model, and how to use them.
  4. 1: Learning assembly is good because you then learn to understant the underlying stuff. Im not talking about making software in asm. Just learn it. It also help understand the many underlying concepts of the various languages. ...and sometimes you actually must use it. 2: Just because a language is OO like java, doesn't mean you will learn OO by using it. It doesn't even mean your code will be OO. OO is not classes. OO is a concept of code design, and gives you powerful features in code. Many ppl don't even know propper OO and just mess around at best. Remember that it is easy to make working software without using OO. So many ppl tend to think that OO is just use of classes. I think its better to learn OO after you've used java for a bit, cause Java is a better language for this stuff. You can learn OO in any OO language, but I think Java or C# is less painful and error prone. 3: C++ is crude, basic and forces you to think about many basic concepts you don't learn in Java or C#. Dealing with pointers and references, copy-by-value or reference, new/delete objects and keeping them under control, stuff about classes etc etc etc. Alot of this is hidden and automated in Java, so you tend not to learn it porperly. Those who start learn Java have often alot of problem moving to c++. They often show that they have learned very little at all. But if you know c++, its easy to use anything else. If you learn asm, you'll understand alot of the weirdness of c++. 4: Should you return to c++? I didn't say that. If you tell me you know programming, and all you know is c++, then you are a stupid noob at best. A programmer is not dependant on a language. Learning syntax and functionality of a language is a part of process, and is easy. For every project you shall do, you should justify the use of a particular language. Not use it blindly like stupid noobs do. If there is 3 languages you can use, you should test em all untill you know which suits best. Noobs are afraid of learning, and work, so they argue as best they can to avoid such things. 5: Don't be a noob.
  5. DarkSlayer

    Number guessing?

    I think you need to learn more Visual Basic stuff first, or try find examplecode to read. But I feal you know very little about VB, so its pointless to talk anything.
  6. DarkSlayer

    GoogleBot Help

    do you read news? google has problem with storage, and their new engine is very heavy.
  7. DarkSlayer

    Particle systems in directx how??

    wrong post, wrong question really. You aim too high. Learn programming first. anyway ... there is tutorials for this on the net ... basic ones. try google for dx tutorial particle system (or opengl)
  8. start as modder as your hobby, and try learn programming on the side. Just aim for a general computer science degree so you don't get a too narrow education. Specialize later.
  9. Architecture, code design, patterns is not really stuff you learn fast. Takes time. Core Techniques and Algorithms is not really an architect book, but more a "littlebit about everything fancy stuff". As a theory book I even find it poor if I compare it to a book that teaches you algoritmic theory. I used "Algorithms in C++ by Robert Sedgewick". Not sure if you can get the book anymore. Very good book - recommend it. Game Development and Production by Erik Bethke is alo a poor book, but is more about the planning and basic designing. Except the author is probably not the best in this game. But you get the picture. Not a book about code just so you know. Not sure if I recommend to buy it even. Software Engineering and Computer Games By Rudy Rucker, is the closest I have found where you get to learn code design and architecture. Its an advanced book, and you end up programming a program that runs a ton of concept games. But I think you start asking questions in the wrong end... Learning to program: 1. Learn C++. Get a good C++ book. Should cover everything. 2. Learn Algorithms. Get a book about Algorithms (search, sort, trees, etc etc) 3. Get to know about win32 (or other lib that let you make simple gui software). 4. Get to know about DirectX (basics should do, don't make a huge project). 5. Get to learn assembly. 6. Get to learn Java, and don't be afraid of C# either. 7. Get to learn a few other languages. You ain't a programmer before you know several languages. 8. Then start to learn about propper OO 9. Learn about patterns 10. Learn how to design, engineer, plan and execute. I recommend to study OO, Paterns, Architecture and stuff like that in java, cause its a bit easier there. When you know how to do stuff, return to c++ and do your thing. The list is huge, and covers a few years. But I started also in the beginning to look for architecture, code design and "cookbook recipies". It really doesn't work like that. You need to skill up in several areas, and mature before you start creating big stuff. So your question about architecture is something you should wait asking. Come back when you are at the end of my list asking about architecture. You need to start with C++. Deitel and Deitel has several good books...
  10. DarkSlayer

    DX Keyboard Input

    Programming Windows by Charles Petzold. -- 5th ed I recommend this book for win32 api programming which you do. Has a ton of insane good information. I could tell you alot of how to do this, but I would be writing too much of this book. Get the book, you won't regret. Has all you need about this feature. ++ alot more. But it is the WM_CHAR message you want to use to capture letters, and WM_KEYDOWN or UP, WM_SYSKEYDOWN or UP to look for key changes.
  11. DarkSlayer

    User Interface Design

    If you don't like coding - don't pursue this. You will never end up just drawing or "designing" in photoshop or some fancy tool then hand over to a programmer. You will most likely be expected to do the entire job yourself. Alot of design will also mean new functionality. Beeing able to interact with the programmer, you might have to know the inside of it. Anyway... I think few will hire dedicated GUI designers, when they can train a programmer to do the same job. Personally I think there are too many graphic designers out there, the pay is low, and you are fired first cause they don't need you when the design is created.
  12. DarkSlayer

    n00b here, Max or Maya?

    Since Max and Maya is high cost tools that you 99,9% will piracy copy (i don't care), you should check out stuff like Blender. One day you might have to show that you actually own a license. When it comes to the choice: You want a tool that can make the file formats you gonna use. If you are modding, you want the export plugins to work with the software. If you are programming you want to export to a format you gonna use. So start with thinking what you gonna make, then choose tool.
  13. pls - don't reinvent the wheel. http://webhost.bridgew.edu/etribou/layouts/skidoo/index.html lots of generic designs. Mess with these. Propper css layouts.
  14. My point is... Everybody on this site ask this question: I wanna make a 3d engine like quake - how am i gonna do this? Answear: You can't. What I described was a vision and requirements document. Not design, I stoped shortly of that point cause it takes more explanation. Finding requirements first is important. You pretty much want a list that say: - THIS application SHALL be able to load images - THIS application SHALL be able to load 3d models - THIS application SHALL be able to load animation - THIS application SHALL be able to .... you get the point... The design document should take this list and look into how to realise these requirements. Design is alot more about code, standards and format to use, and how to acomplish features by the way. - Use DirectX to load textures, 3d models and animation ... created in 3d studio ... exported in .x create class diagrams (i've used rational rose for that, but try find something else). What objects do you want, what should they do, and what relationship is it between them. On paper try use post-it(yellow small sticky paper) to quick make some classes and how you would connect them. Prototyping: Make an quick image loader in code, so you know how to do that part. Or load 3d models ... make some ... whatever. Many use prototyping for research, and figure out how to do a particular task. Estimate: Every thing you want to make - estimate how long it gonna take you to make it. If you don't know how long it gonna take, try break the feature down into smaller pices and try estimate again. Still not sure? Try make a quick prototype of it, but don't spend too much time on it. Todo list: BEFORE you make a todo list. Make sure you know how long each ting takes, and have a gut feeling that you can finish the entire list. No point making a huge list, and quit after you get into trouble doing the third item. This requirements/design process is not something you get quickly used to, or figure out fast. Takes time to get used to(one year for me). The point with it is to give you a todo list (if you want that) that you can complete within your timeframe and cost. There is not any web-resources i've found so far that is close to helpful in helping out in this process. So just start and stick with word ,paint, paper, pencil and post-it. What I learned: It takes a shitload of time to make any 3d at all. And it looks and feel crappy at best. Especially if you want to make everything from scratch. You get very dependant on alot of libraries to get anywere. You should also try find ppl to develop with, or try get into an open source project. Finding ppl who know how to do stuff is very rewarding
  15. eh .... c# was .... ??? There was a time when making games in assembly was the uber L33t H4xxor 111111|||| cause that was pure and FAST. Nobody does that today ... cause it takes you a month to make window with mouse support in it. C++ is going same way. Down the drain. Why? C++ don't have big stable libraries with a ton of functionality to do whatever. Need functionality? You gotta make that yourself. Java and C# has. C++ only got some GPL, or commercial, or crappy incomplete ones. There is not even big filty rich companies like sun or microsoft to develop and maintain libraries for c++. So you are stuck with what we got. STL, Win32, DirecX ... win32 is not getting developed any more ... so we are stuck with ... crap. There is some .net libs i think.... I would like to see how long it takes to make your window WITH opengl support in java, c# and c++ (win32). That includes all the features you get for free like resizing, drag&drop etc - and compare the time.
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