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About paradoxnj

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  1. paradoxnj

    Fixed Issue and Started New Tool

    /me Holding his tongue, but laughing profusely... :P
  2. I fixed the vertex buffer issue. It kinda helps if you calculate the offset correctly. :) I started work on a new tool. The tool is called Actor Workbench. It's going to be a tool that converts file formats to Jet3D's actor format (ACT). So far it just supports Jet3D native formats. I plan to provide a plugin architecture that will allow the community to write their own loaders for other file formats. We are planning a release (v2.5.1) for February 14th. Stay tuned. I will end this entry with 2 screenshots of our tools. Actor Workbench: JDesigner:
  3. paradoxnj

    DIrectX 9 Woes...

    I got a DirectX 9 Driver up and running, but I am having an issue rendering with a vertex buffer. I wrote a caching system that uses 1 dynamic vertex buffer and keeps track of each brush using a vector of a struct that contains the following information: 1. Starting vertex in the VB 2. Number of primitives 3. Number of texture layers 4. The texture array 5. Rendering flags (Alpha blending, Z buffer stuff, ...) Before DrawPrimitive() is called, I sort the brushes by texture. The Flush() function only changes texture if the texture id is different from the previous one. I am using triangle fans to render as the engine is optimized for that right now. The original way I did it worked, but was unoptimal. I originally just filled the vertex buffer with the one brush then called DrawPrimitive(). When I switched to the new way, I get a "polygon soup". In otherwords, the level looks exploded. If I figure it out, version 1 of my driver is done. Next step would be to get the world into 1 static vertex buffer. Old Way (one brush then flush vertex buffer): New way (fill dynamic vertex buffer, render using saved brush data):
  4. paradoxnj

    My first entry!! :)

    Thanks everyone. It's nice to feel welcomed. :) It's actually by Eclipse Entertainment, but was handed over to me by them to continue development back in 2002. We took a short hiatus from developing it and decided to go back to it early last year. Reason is that it has what most free engines don't have...a level editor. Why recreate the wheel when I can make this one better? Heh...my favorite shot also Rob. :)
  5. paradoxnj

    My first entry!! :)

    Where to start??? Well...I've been working on my 3D engine, Jet3D. We are trying to upgrade it from DirectX 7 to DirectX 9 and are running into some design issues. Our engine uses a BSP to render and we've finally found a way to batch render. We decided that the BSP is only good for collision and the engine's toolset. We will render the world using a combination of occlusion culling and frustum culling. More to come later...
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