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About MrP

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  1. MrP

    Been a hellish week

    You can get Real-Time Collision Detection cheaper from CompMan.co.uk. You could certainly manage without buying the book as I'm sure the information is out there on the internet, it's really the author who makes it such a worthwhile purchase. Ericson is able to communicate ideas effectively without falling in to the trap of sounding condescending, or worse, rambling at such an elevated level that the reader is left behind. One thing that should be made clear is that the scope of the book is limited to collision detection only and as such it doesn't cover physics at all. This isn't a criticism as it isn't to the detriment of the book, but the two are so intrinsically linked that it seemed important to mention incase you had expected otherwise.
  2. MrP

    Weekly Sitrep

    Some of us have done some investigation in regards to the 'secret project' :). It's a great idea and one that's been a long time coming. Proof of our suspicions can be found by simply doing an Amazon search for 'A GameDev.net Collection'.
  3. MrP

    Anoying bug

    Your "eye" position that you use to create the view matrix is too close to the origin. At the moment you are actually inside the model! [smile] Changing Line 113 in D3D.cpp to D3DXVECTOR3 vEyePt( 0.0f, 30.0f,-75.0f ); for example, will at least let you see some of your model.
  4. MrP

    4E4 Update

    My SetAnimation function has two boolean parameters. The first, reset, defaults to false and specifies whether or not the animation should be restarted if the animation being set is already the current animation. The second parameter, conditional, also defaults to false and is passed to the reset function being called on the current animation (again, only if the animation being set is already the current animation). If the animation was set as repeating when it was created this parameter does nothing and the animation will be restarted. However if the animation was not set as repeating this parameter specifies whether or not the animation will restart when the animation is finished (when it reaches the last frame). This yields the following results: For an animation created as repeating: m_sprite.SetAnimation("run"); The animation will not be restarted, it will continue to run. m_sprite.SetAnimation("run", true);The animation will be restarted. For an animation not created as repeating: m_sprite.SetAnimation("run", true);The animation will not be restarted, it will stop after playing one time. m_sprite.SetAnimation("run", true, true);The animation will be restarted. Anyway, the point of all that was that with my system if you are setting an animation when a key is pressed, as long as you call the SetAnimation function with the correct parameters the animation will run correctly even while the key is held down.
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