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hawflakes

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About hawflakes

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  1. I'm sure most of you guys have heard of boxes, a simple paper and pencil game with rules described here: http://nostalgia.wikipedia.org/wiki/Boxes What I'm looking to do is a 3D version of the game, where the goal is complete an entire cube, not just a box. My needs are: -Easy camera translation/rotation -Straightforward mouse picking -I'd prefer to not have to create the base shapes from modeling software, I just need spheres, cylinders, and planes -I'd prefer to not have to specify the placement of these shapes explicitly in code, but it wouldn't be a huge deal -Support for a HUD of some kind would be cool I have Visual Studio and I learned some DirectX 9, but I don't want to create things like an engine and camera code from scratch. At this point it is more important for me to have working designs up and running then to reinvent the wheel. Does anyone have suggestions for tools/libraries/engines that will make completing this project relatively painless? [Edited by - hawflakes on September 16, 2006 10:07:38 PM]
  2. I will likely be a QA tester this summer, and one company that has interviewed me asked if I could handle doing automation and writing test scripts. I would very much like to branch out into that, and I do have programming experience, but not with scripts or either Perl or Python. My question is, what kind of distinctions are there between Perl and Python for this sort of thing (does it matter which I use, will I need both) and what are some good resources for learning about automated testing and scripting? Thanks
  3. thanks a lot, I have it working now!
  4. I've been trying to write a custom scrollbar for a panel in C#. The panel has buttons on it that should be moved by a certain increment when the form is scrolled. I've been working on a custom scroll event handler but right now the scroll bar doesn't do a thing. I don't know how to offset or translate the panel or the controls with this scrollbar, and I've been searching for the answers to this for a while. Can anyone enlighten me? Thanks
  5. I'm fairly new to XML and have managed to set up a protocol for messages in a connect 4 game. Now the difficulty I'm having is figuring out how to write the XML to a string instead of a file so that I can send outgoing messages as Strings and read it in a similar way, from a string so that I can see what type it is. I'm sure what I'm looking for isn't that difficult, I'm just searching with no avail for how to do this without needing a text file or IO stream
  6. Can anyone explain to me why this can't/won't work? I'd include the error messages I got but I don't have access to a compiler here. It seems like it should know the size of the array at compile time, at least with the first constructor. The second constructor, I pretty much understand that it could be given variable values, and arrays need to know their size before the program runs. But the first one, it seems like it should work. class Foo { public: //This is the constructor I really need Foo(): aConstInt(4) {} //I'll throw this one in too, but it's bad Foo(int number): aConstInt(number) {} private: //this gets initialized in the constructor, so... const int aConstInt; //. . .why doesn't like me declaring the array like this? int theArray[aConstInt]; }; Thanks a lot!
  7. hawflakes

    Lighting In 2D Game: Triangle

    maybe by torch you mean flashlight?
  8. hawflakes

    Error's with basic C++!

    Width, Depth are floats. You have to cast these to ints for numCellsPerRow et al. or somehow deal with the fact that you are assigning floats to ints. You would probably know better than me
  9. I fixed it !!! I had to remove the old files and reinstall the latest SDK, but it works now. Thanks for the help pTymN and Coder
  10. I'm working on a project at home and I was trying to get it set up on a different machine at school but can't get it to build/run. This project references two directx dlls, Microsoft.DirectX and Microsoft.DirectX.DirectInput. The files are the right version, in the right location, and everything is installed and linked correctly, but I get build errors that say: Assembly 'FRB, Version=1.0.1799.34799, Culture=neutral, PublicKeyToken=null' uses 'Microsoft.DirectX.DirectInput, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' which has a higher version than referenced assembly 'Microsoft.DirectX.DirectInput, Version=1.0.900.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' c:\Documents and Settings\myname\Desktop\FRB 12-6\bin\Debug\FRB.dll Assembly 'FRB, Version=1.0.1799.34799, Culture=neutral, PublicKeyToken=null' uses 'Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' which has a higher version than referenced assembly 'Microsoft.DirectX, Version=1.0.900.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' c:\Documents and Settings\myname\Desktop\FRB 12-6\bin\Debug\FRB.dll I am using Visual Studio 8.0 beta. With .NET framework 2.0. I do not have Windows Service Pack 2 installed here at school, but I do at home. I'm guessing one of these things might be to blame?
  11. Hi, I was going to make a physics demo as part of a school project, I know a fair amount of Direct3D 9.0 but I haven't learned any 2D programming. I was going to prototype it in 2D and eventually move it to 3D. I messed with the Windows GDI some but it doesn't really seem to be the best thing to use. What do you suggest I learn, my only requirement is that it doesn't have a big learning curve. Thanks!
  12. Quote:Original post by LogicalError and this is the only function you changed? are you sure it's not drawn? maybe everything has the color black or something.. Well, I changed other stuff too, I changed a lot of things trying to get the bounding spheres to work. I salavaged this code from a hard disk crash and it's been all summer since I looked at it. That's why I'm kinda in a pickle right now. The bounding spheres are working but my meshes aren't being drawn. I suppose what I'll try next is loading a different, more reliable X file (a spaceship) rather than the ones I've been using.
  13. Quote:Original post by Supernat02 Does it work if you don't do the last DrawSubset call(the one where you draw the bounding box)? Chris Nope. have a feeling the first DrawSubset(0) is a mistake. Still, I removed that, and the code for drawing the bounding sphere (I'm used to saying box, sorry) and nothing is drawn at all.
  14. I've been working on this Checkers game for a long time, and I had it at one point where it drew a full 3D checkerboard with all the pieces lined up. Then I tried to implement bounding boxes, things went haywire, and by the time I got my code fixed the pieces weren't being drawn anymore. After toying with this code for several hours and getting nowhere I'd like to request your help! Here is the most relevant code: To draw the mesh: bool XFile::Display(float X, float Y, float Z) { D3DXMatrixTranslation(&Location, X, Y, Z); pDevice->SetTransform(D3DTS_WORLD, &Location); Mesh->DrawSubset(0); for(int i = 0; i < Mtrls.size(); i++) { pDevice->SetMaterial( &Mtrls ); pDevice->SetTexture(0, Textures); Mesh->DrawSubset(i); } // Render the bounding sphere with alpha blending so we can see // through it. pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); D3DMATERIAL9 yellow = d3d::YELLOW_MTRL; yellow.Diffuse.a = 0.55f; // 25% opacity pDevice->SetMaterial(&yellow); Sphere->DrawSubset(0); pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); return true; } If the problem isn't apparent from here, I can post the rest (it's a good deal of code) Thanks!
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