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digitalfreak

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About digitalfreak

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  1. digitalfreak

    the Chinese are selling UE3 & hellgate:london's source code.

    none can choose where he's born. I hate the communist party and it doesn't represent me. it's posted on one of the few chinese gamedev website's forum. they also posted some captures and files to prove the authenticity. and they gave their msn numbers for others to kontact them. don't say a bad deed is right just because you don't like what it hurts. be objective. illegal deed is illegal.
  2. digitalfreak

    the Chinese are selling UE3 & hellgate:london's source code.

    Quote:Original post by alnite Quote:Original post by digitalfreak Several game studios(e.g. ubisoft) have setup branches in China in order to cut cost, while others(e.g. Blizzard) have chosen Chinese game companies(e.g. http://www.the9.com/) to operate their games' Chinese versions(e.g. WoW). These should be a good thing. but some of their local employees just abuse these opportunities to make illegal incomes. What are the illegal incomes? The deal was between Blizzard that The9, then it's a matter of how business practices are carried out in China and it's none of the Blizzard's concern how The9 did it. most likely it's the9's employee stole the code from his/her company and tried to sell it on the net. the9 must hasn't known it.
  3. digitalfreak

    the Chinese are selling UE3 & hellgate:london's source code.

    I can't bear these ppl making use of the fact that few epicgames and blizzard employee can read Chinese to make dirty $$$.
  4. I was angry but not too suprised when I saw these. Several game studios(e.g. ubisoft) have setup branches in China in order to cut cost, while others(e.g. Blizzard) have chosen Chinese game companies(e.g. http://www.the9.com/) to operate their games' Chinese versions(e.g. WoW). These should be a good thing. but some of their local employees just abuse these opportunities to make illegal incomes. I don't know if it's ok to give the links to the Chinese forum topics doing the deals, but this is the situation. I just want to let those who can't read Chinese to know this and do something to stop them.
  5. there's no absolute fairness. some ppl are just born with high IQ and we can't do anything about it.
  6. digitalfreak

    How to keep my motivation up?

    write some programs from ground up. use as less lib as possible. the idea is to make yourself feel completely understand a program you wrote and see it works. I used to get frustrated by Windows programming and API calls because you'll have to copy and paste so many code that you don't even understand before writing your own stuffs. and in this case you usually don't get to write the core stuffs, which is less fun. So I wrote a software pipeline, from raster, texture mapping to transformation and camera. and seeing it works was a big reward, because you know how every piece of it works.
  7. even in such a low level as asm, you can only see the instructions mul and div, but can't tell how they're implemented. I know how add and sub and shift are implemented in the curcuit level, and I remember hearing that multiplication is implemented by combining shift and addition. who can gimme some references on these?
  8. digitalfreak

    ID3DXMesh::LockVertexBuffer Method question

    but if I don't specify a FVF, how could d3d know what the vertices struct looks like and fill the "position" and "normal" members correctly?
  9. struct MeshVertex { D3DXVECTOR3 position; D3DXVECTOR3 normal; static const DWORD FVF; }; const DWORD MeshVertex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL; mesh is a ID3DXMesh* (say the teapot mesh included in d3d), and when I use this: MeshVertex* vertices = 0; mesh->LockVertexBuffer(0, (void**)&vertices); now vertices will be filled with the mesh's vertices, with each vertex's position and normal computed. d3d knows to fill position info into the "position" member and normal info into the "normal" member because the FVF 's order must correspond to the member declaration. my question is: in this situation, do I have to include a FVF member in the MeshVertex struct? without it, will LockVertexBuffer work properly? can I tell d3d about the FVF in other places instead of in the vertex struct declaration?
  10. digitalfreak

    delete [] question

    hi, I've just checked this with vc++ 2003.net I watched the memory holding the array before and after delete, I could tell that the exact amount of memory that were allocted by new were released, no matter I use (Derived *) coercion or not. so what does this imply?
  11. digitalfreak

    delete [] question

    then what's the solution? delete [] (Derived *)b; //does this work?
  12. let Derived be a class that derives from class Base. now if I do this: Base *b = new Derived[10]; and later I do this: delete [] b; will the above delete[] properly release the memory allocated by new? how does it know to delete 10 Base or 10 Derived?
  13. say I want to replace the explicit array access array[index] to a GET function: Get(index) {return array[index];} there're many places in my source file that need to be replaced, using visual studio's replace function, how can I specify the string sought for? I only want to change the array[ to Get( and the ] to ) while the index in the middle intact. is there a way to do this?
  14. first I have a class Base which has a member of class BaseMember: class Base { public: //other stuffs BaseMember bm; }; then I have a class Derived: class Derived : public Base { public: //other stuffs DerivedMember dm; }; where DerivedMember is derived from BaseMember. now I have a function that accepts an arg of type Base* and manipulates its member: void foo(Base* b) { //do something with b->bm } how can I make this function work on Derived type as well? i.e. passing it a Derived* object d and it will automatically use d->dm instead of b->bm ?
  15. digitalfreak

    sscanf question

    I want to read the part between quotation marks of the fowllowing line into destination: shader "models/monsters/zombie/fatty/fatty" I used this: sscanf(currLine, "%*s \"%s\"", destination); but when sscanf returns, destination has one more char than I expected: the last quotation mark. but in the format string, I've already explicitly written the last quotation mark as \", why would it still count it belonging to the %s part?
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