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ttdeath

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About ttdeath

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  1. I prefer to use descriptive names and "this" extensively or put the parameter as p_foo so that in the functions (mostly in C not C++) I can do foo = p_foo. The principle of the idea is to limit the occurrences of extraneous characters in code. Using this, most of your code will look "clean" except for the initial assignment of non-c++ functions from parameter to global/local variable.
  2. Hi guys and gals, Does anyone know of a tutorial / sample on how to skin a single character properly in DirectX 10, with and without the awful sdkmesh. I am porting something from DX9 and since I'm a DX10 noob I am having problems getting it to render anything with what I could find in the latest SDK. Thanks.
  3. Also I think Panda has an option about the automatically resizing the textures to the power of 2, right in the exporter.
  4. Hello, I am trying to use the Panda exporter to export a 3D model from 3D Studio Max 7.0 to .X file format. My model is of a guitarist playing and the animation is simple hand waving and body rocking rhythmically. I test by loading the file in the DirectX SDK's sample called SkinnedMesh but it only works when I don't choose in the plugin to export animation for this character, or when I export simpler characters, such as 3D Max animated character tutorials. Can you please help me find a way to export this character to .X file? Even if by not using Panda, which is I think the only reasonable exporter out there for .X files. Or, is there any LGPL code for loading animated models directly from a .3ds file and displaying them using DirectX? Or from other format than both .3ds and .x, a format to which the 3D studio Max exporters are kinder. If there is anyone who can help, I can send you the .max file, but you'd have to promise to delete it once you finish, as I have bought this model (it's a cheap commercial model from TurboSquid). This is for a commercial project of mine gone awry. If you want, I can probably pay around 100$ for someone to sort the animations out. Thanks a lot.
  5. How many possibilities? Theory of combinatorics: Combinations of 800x600x256 taken by 800x600x256. (don't know the actual English name for the terms, but it's like this: if you have 3 letters A,B,C and 2 spaces to put them, then the combinations are in this case: 3 taken by 2, therefore 3 combinations (AB BC and AC), presuming order of the spaces is meaningless). I don't think that there are enough atoms in the Universe to match your dilemma.
  6. ttdeath

    Development Contract

    Firstly, the issues do not start, legally, from the moment you start working, but from the moment you sign. So you really should have all issued cleared up before you sign anything. Secondly, while this is a standard protection statement for software companies, you can surely negotiate it. Put yourself in your boss's shoes. He does not want more competition especially not encouraged with the tools he owns or with man power he pays. Aside from that, you may find that they are completely ok to giving you freedom of study/work outside the company as long as you don't come into direct competition with them. Be honest and tell them what you want and assure them of the competition issue. Trying cheap tricks like "forgetting you signed" is a sure way to get you both fired and in legal trouble. Need I say it is also dishonest? Lastly, there is no point in giving away all your time and effort for a paycheck. Signing all your previous and future work into someone else's company is, pardon my french, plain stupid, unless you own a significant piece of that company. But your mileage may vary.
  7. There is most likely some library missing in the Release configuration. Check Linkers's Input for additional libraries and add in Release configuration the libraries you see there when Debug build configuration is selected. I say this because I do not know SDL. Usually there are different libraries to linked with in debug and release builds, you may have to check that one out in the SDL help.
  8. As I said, I don't really get what you are trying to do. My solution was for an arbitrary number of cubes of same size that occupy the same space as a 3D Model (convex model). In this case each cube contains a part of the model's volume. What do you mean by "but the array size of each unit cube is not fixed" ? If you need a variable number of triangles to "fit" in a cube, that's covered by the implementation by the pointer to a list of indexes. [SOURCE] int *p; p = (int*) malloc(sizeof(int) * max_index_count_per_cube); VertIndex[j][k].indexes = p; VertIndex[j][k].index_count = 34;// actual number of indexes in this particular cube (i, j, k), and upto max_index_count_per_cube constant; [/SOURCE]
  9. Isn't this going to consume a lot of memory? Especially for those cubes inside the actual object whom you may not get to ever modify (or see for that matter). I don't really understand voxel or marching cube however. Perhaps you're onto something. If you are using BOOL values to accelerate finding the modified portion of your surface, that could be a good technique. You will however face a challenge in determining the actual vertices/triangles to work on. One thing you can do is to keep the surface of your object into a separate vertex buffer of some kind and determine which vertices belong to which cube by intersecting with the cube volume in 3D and then storing indices to those vertices along with the BOOL value or in another 3dimensional array. (If the Vertex(x,y,z) is within all 6 planes that make the cube, then it belongs to that cube). [SOURCE] #define MAX_A 100 #define MAX_B 13 #define MAX_C 666 typedef struct { int *indexes; int index_count; } Baluba; Baluba VertIndex[MAX_A][MAX_B][MAX_C]; // points to a list of indices for each cube BOOL Accelerator[MAX_A][MAX_B][MAX_C]; [/SOURCE]
  10. ttdeath

    Weird added text!?

    Looks like a non-null terminated string being displayed. This can happen sometimes when you get buffer overruns. If your compilable code looks like "window.SetTitle("My Title");" then adding a "\0" is a dangerous hack, because all compilers should be able to add the null to the string. Check for operations that fill buffers before the actual text writing line.
  11. ttdeath

    Array vs. Hashtable

    Different tools for different problems. Hashtables will almost always be faster if the index is unknown, but they have a threshold (depending on your key system) of capacity fill after which the access time is becoming bigger and bigger. Hashes are ideal when you know for a fact that the number of entries that you want to put in the hash table will be ideally lower than the hash table size. That provides you with instant access to your desired item with almost zero costs of ordering an array in the fill-up process. For your situation, you can use hashtables but don't you need anyway to keep track of the objects in that particular cell where you want to add the player? If so, then it seems to me that you already should have a bidimensional array or a tree of cells where to put the player into.
  12. ttdeath

    question

    while(condition) is equivalent to while(condition == true) or while(condition == 1). That part of the code looks through the array to find the first not drawn card. (the while will continue as long as the condition is non-zero (non-false).
  13. ttdeath

    Learning maths. Sin/Cos/Tan question.

    A quick way to visualize the relations is by using http://en.wikipedia.org/wiki/Unit_circle and the Pythagorean theorem. Small typo for Evil Steve's explanation: sine = opposite / hypotenuse And for application in game realm you might want to look at inverse sqrt next, as it seems to creep up at most rendering calculations (most famous is Carmack's inverse square, although he didn't think of it first, he used a famous magic number that allows for computation of 1/sqrt in 2 steps, way fast).
  14. Quote:Original post by Kazgoroth Quote:Original post by ttdeath 11. 3D Studio MAX 3(r) Media Animation by John P. ChismarDo you really need to cover 3dsmax in a list for indie developers? As a very expensive professional package to which there are several alternatives that are cheaper or even free and with many indie developers working in 2d rather than 3d I'd say it may not be something you neccesarily need to cover in a list of 'essential reading'. No, I just put that one because I need some 3D books too. And I don't know if Blender has a SDK and is pluginable. Another candidate: 12. AI Game Programming Wisdom 3 (Game Development Series) by Steve Rabin
  15. Rasenger: How about The COMPLETE Effect and HLSL Guide by Sebastien St-Laurent ? Another candidate, perhaps answering some marketing questions: Secrets of the Game Business by Francois Dominic Laramee. And something for the legal side of things: Game Development Business and Legal Guide by Ashley Salisbury Online marketing candidate: Marketing To Sell Video Games Online (Audio CD) by James Orr and Jassen Bowman TOP 10 LIST (maybe 15-20 in the end): 1. The Indie Game Development Survival Guide by David Michael 2. Real-Time Rendering Second Edition by Akenine-Moller and Haines 2. Write Great Code by Randall Hyde 3. ShadersX by Wolfgang Engel 5. Programming Game AI by Example by Mat Buckland 6. Programming In Lua by Roberto Ierusalimschy 7. Data Structures for Game Programmers by Ron Penton 8. Patterns in Game Design by Andrew Rollings 9. Game Engine Toolset Development by Graham Wihlidal 10. Game Programming Gems 6 by Mike Dickheiser 11. The C++ Programming Language by Bjarne Stroustrup // Need other options for: 11. 3D Studio MAX 3(r) Media Animation by John P. Chismar - Motivation: helping artists and tool programmers (plugins) 12. Marketing bible
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