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Armadon

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  1. Maybe it's just me but I cannot really see a problem. Did you intend to make the game so that when you fly/move through an edge that the object will appear on the opposite edge? if so, I don't see a problem.
  2. Armadon

    window freezes after minimizing

    Are you handling null reference exceptions? Meaning, if the texture/model or any asset is null, are you still trying to render the object? The most common problem is that you might not be handling a lost device, whereby assets such as texture/models might bave been lost and have to be re-created.
  3. I agree with jpetrie, If you could explain your problem, we might be able to help you brainstorm a solution. The one reason I think you would like to store a reference or copy the GameTime object is to use it in other objects, which the one way of overcoming storing the object is to pass it through a method to an update function of the object. e.g. class Player { public void Update(GameTime gameTime){ } } class MyGame : Game { protected override void Update(GameTime gameTime) { player.Update(gameTime); } }
  4. Armadon

    XNA???

    Just to further elaborate on what Nick has said... XNA - DirectX - Direct3D - DirectDraw - DirectInput XNA - Game Studio XNA - Math XNA is a brand which previously it was DirectX and inside of DirectX you got different components such as Direct3D and the likes. I hope this makes things a little more clear
  5. Armadon

    Unit Selection Effect

    When it comes to things like this, I usually tend to try and think outside of the box. 1. highlight the unit 2. little arrows/bullseye ontop of the unit 3. Look at how they did it in popular games, you could just highlight the terrain as you wanted, in your pixel shader etc, you could just highlight an area. I hope this helps! Take care!
  6. Armadon

    you must see this problem

    I think i've posted on this before but I am going to reiterate. I personally believe that books can be a good guideline, but when it comes to the samples, I haven't found a book that really delivered. I personally believe in learning the theory and reading the book primarely for that reason alone. I then dig through the SDK Documentation and start from scratch. This is from a post I made earlier this year on Gamedev.net and should be a nice learning path to follow for anyone starting out with any API. The Language Choose a language that best suites you and a decent compiler. Most game/graphics developers choose c++ and DirectX/OpenGL. This is obviously very flexible and a variety of languages are available for the use in DirectX such as C#/VB6/VB.NET, etc... The API I would say the learning DirectX really is very simple and even simpler if you are using the managed directx api. It's clean and straight to the point. DirectX also has a good background and through a number of revisions it's become a very concise/clear/readable API. The Documentation is also very well layed out and samples/starter guides are included The Learning Phase I would like to add that learning an API is a good start but getting a good grip on graphics theory and mathematics related to 3d programming is essential. The world of graphics programming is moving to shaders and a fundamental base of matrices and vectors are very important when working with shaders since you'll be transforming vertices to spaces and back and working with objects in different spaces. You can then set some projects for yourself. Don't aim too high but get something to render and play with the possiblities of what you can do. Step 1 Get a window up and running and initialize Direct3D. This will help you get some good understanding on what the device is and how it's used. You will pass your window's handle to the creation function. So it links the window with the device. You will also understand how windows messages are handled and a good grounding on render loops Learning Objectives. - Window messages - Render Loops - Direct3D Device Step 2 Render a colored triangle Through this you will learn about vertex formats and what they are. How they are used and how they are setup. You will also learn about winding orders such as clockwise/counter clockwise and how they are culled. Which just means that they don't get rendered if you have a clockwise winding order and you specify to cull clockwise created primitives. You will also learn about vertex streams and vertex buffers. Vertex buffer being a direct3d enhanced buffer that stores your vertices. Also you will come in contact with some primitive types and how they are formed such as TriangleStrips, TriangleLists, PointLists, LineLists. You will also learn how vertices are transformed through matrices and that every primitive might have it's own matrix that places it in the world. Transformations also needed to be taken into consideration here or you may decide to skip it for future learning. Learning Objectives. - Vertex Formats - Transformation Matrices - Coloring - Primitive Types Step 3 Render a textured Quad Coming to textured primitives, you will learn what texture coordinates are and how to load resources from a disk. This will further enhance your understanding of vertex formats and how Direct3D helps you place a texture unto a primitive. Also you will further learn how primitives are stiched together to form larger primitives as you will have rendered 2 primitives to form a quad. Step 4 Render a lit and textured Quad Moving to light you will learn how different lights interact with different objects through normals and materials. Normals being the key point in this step. Lights give the scene a more realistic feel by adding more depth to your objects. You will learn about materials and how lights interact with different materials. Learning Objectives. - Lights - Materials - Normals Step 5 Translating (moving)/ Rotating objects Moving objects in a scene is a very important aspect to getting a game up and running since you want objects to move. Matrices form a big part of this. You will learn about different spaces such as object/world/view/projection space. You might also add some additional learning to this section with regards to frame rate independent movement. This will be important when programming your games for different spec machines. Learning Objectives. - Matrices - Spaces - Timers Step 6 Meshes You will learn about meshes and if you really think about it, it's hardly ever that you will have to hardcode primitives, you want detailed meshes that were created in a modelling package don't you? You will further learn about how to load resources from disk and what is contained in these files. Learning Objectives. - Meshes - Resource loading (further advancement) Step 7 Special effects You might want to start experimenting with Alpha blending to get transparency and so forth. If you have a good fundamental knowledge of the previous steps the world is your oyster. You will just improve as you carry on. You will also learn how the graphics pipeline works and how vertices/primitives are fed into the pipeline and colors are computed etc.. You might want to start looking into alpha blending as I have mentioned and then move unto some more advanced topics. Learning Objectives. - Alpha Blending (vertex, material, texture, frame buffer, render target) - Graphics pipeline (further advancement) Step 8 More and more learning (shaders) Get a good grip with the Fixed Function pipeline, The fixed function pipeline is what you've been working with up until now. If you feel you are upto it you can move on to shaders or.. you could start coding your very own game. It may seem boring in the beginning but this is where you have to decide if you want to move on right now or code some games. Start off simple like tetris, break out, pong. Learning Objectives. - Shaders or Game engine development This might seem a little confusing at first. I hope not but I missed out alot of aspects and it's just a simple guide. Use the DirectX SDK docs, they are very helpful. When it comes to game engine development. GDNET is a perfect place to start with articles written by very popular people who have been developing for years. There is no need to really buy a book. In expensive learning can take you where you want to go. If you have internet access most of the time. Make good use of it. I hope this helps buddy. Take care.
  7. Armadon

    Longevity/Future of C#/XNA

    Quote: @XNA for GPGPU: Geometry shaders alone provide such a nice functionality that this can serve as a sole reason for why XNA is subpar today. Others are the development tools, which if I'm not mistaken are limited to MS IDEs, while adding specific game-related IDE features along. I as a #Develop user, unwilling to by a fully-fledged MS IDE for my sparetime projects, am left aside. Now, if I for some reason decided to develop using Delphi.NET within their IDE I'd really have a hard time getting XNA to work from there too. Sure, there probably are means to make it accessible, but it would require writing wrappers and stuff that had to be created in the first place, and also maintained, which can be quite nerve-wrecking in time. A native one-and-for-all SDK would eliminate all that in one strike. Though, I might be wrong here, since I didn't really try for too long on this, because I then found SlimDX which was just perfectly what I needed. I also might be wrong all together, and just didn't find the right sources for how to do all this, but if XNA was as usable and flexible, why would SlimDX had been started at all? MS's IDE's are awesome! You don't have to buy them at all. All you need to do is head over to the express products. Visual Studio 2008 Express Products . They are free for commercial use!
  8. Armadon

    DirectX Collision

    It depends on what you really want to concentrate on, you can get lost in developing a physics library and gain some good experience as to how physics works, but also, you might end up spending too much time on the physics engine and not get your game finished. I suggest using an existing physics engine.
  9. Armadon

    Flickering normals

    Flickering might also be caused by the near clipping plane of your camera. If it's set to something like 0.1f, try setting it to 1.0f. You might have a z-fighting problem. z fighting at Wikipedia
  10. Armadon

    Bullet collision won't work.

    For some simple collision, you could always use the Rectangle.Intersect function.
  11. Armadon

    Quick XNA question

    Quote:Original post by Utko All of them are to be played on an Xbox... Can XNA be used to write proper PC games? No fancy stuff like Xbox and whatnot? I just want to write PC games and share them with other people, can I do that with XNA? Thanks in advance!!!! Yes, You must know that first and foremost, the XNA - Game Studio is an XBOX 360 SDK. With XNA, you can pretty much
  12. Armadon

    How to set Texture drawn background

    When you set the texture as your render target, how are you clearing your surface? You should be clearing the surface with the background color you wish your texture to be.
  13. I was about to ask the same question. There is no need to be using an API of that age.
  14. Hi, You are trying to learn C++ and also trying to learn an API. In the beginning of your development career, especially with something as daunting as C++, you need to understand the concepts first. I have no idea of what experience you have with programming languages but game development is difficult and even harder when you are trying to understand pointers and all these other constructs introduced by learning a programming language. Try and make a couple of simple applications and then move on. I hope this helps!
  15. Armadon

    Game Design Patterns

    I think this is a fantastic idea, I have written post after post on my blog about game design patterns. The simple architecture that you can build on... as it seems that new game developers struggle with putting the pieces together. I think it would be awesome if we can band up together and put these articles into a resource that people can reference
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