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  1. Quote:Original post by Raeldor Quote:Original post by GamerSg Why would anyone concerned about portability even use DirectX in the first place? Sure. I think most games that run cross platform tend to use an abstraction layer with options for running both DirectX and OpenGL underneath. Take World of Warcraft for example. It runs on both PC and Mac yet the Windows version uses DirectX. directX and direct3d are entirely different beasts where does it say WoW uses direct3d in windows? [prior to now I've not heard one way or another on this]
  2. what if someone has a tablet? a track-point? a touch pad? a little silver dot on their forhead? please can you describe what you're trying to do and why trying to see if someone has a mouse is necescary?
  3. Quote:Original post by KaptainKomunist I think at first, a lot of developers are going to bank on the fact that it emulates the PS2, and a lot of the first gen games are going to be PS2 games on steriods with larger media. Well, depending if they get blu-ray figured out first or not. and I think that you're completely wrong in that respect, I HIGHLY doubt that any ps2 specific code could be easily ported to the ps3 [just like how ps1 specific code shouldn't be ported to the ps2] that and being able to code in C or something C-like will be much improved over the different kinds of assembly needed for the ps2.
  4. heh, deepfreeze is awesome [if setup without much thought it should be trivial to find the deep freeze password(s)... but I will not ramble more about that] why is the project you're messing with on the "drive" that will get reset? you can set the include path in the project properties, for the directX sdk this should be done in the environment variables for the user or the system.
  5. by "projected" the OP meant shadows of the rendered greyscale texture variety [not using a depth buffer, just rendering the shadow of an object to a texture] the current far cry engine does bake light maps, and uses dynamic dynamic shadows when you are close to things. ... well anway, generally such shadows are multiplied or subtracted from the environment to darken things... which would result in excessive shadowing when they overlap. If you render all of the shadows once, so that black on the screen is shadowed, then add lighting in another pass. the other cool thing about not going with depth or stencil shadows is that you can choose to re-render them much much much less often. For trees the shadows could go minutes without being re-rendered [but they would be within tens of seconds because you'd probably be somewhere else or looking at different trees]. Characters and that fern shown in the top pic would probably have to be re-rendered more because of their animations... but in the distance [like anything else in far cry] they'd have no shadows or blob shadows.
  6. if you're rendering in multiple passes there's no reason projected shadows can't properly overlap and there's no reason you can't pick and choose which objects you project shadows on, but you would generally not self-shadow it's interesting that they would go with such an old approach [the current engine has options for projected or stencil shadows I think... I hadn't thought about it until now], but it would not be as fill rate demanding as stencil shadows and much easier for things like blurring or simulating moving trees by moving a say 6 part shadow around as opposed to re-rendering the whole thing every frame. hell, they probably have artists painting the tree shadows.. or at least the alpha of the object they're taken from.
  7. Quote:I just want to be sure that the places I choose to be grey stay grey - nomatter what theme the user has on his desktop. if you're going to specify any of the colors, specify ALL OF the colors... text colors, background colors, everything. I have my text set to purple on grey, and if you decide to change your text to grey for some reason without considering what I may have set behind it... well, I'm not going to be very happy. though, I can't tell you how to specify the colors in delphi [and as a user, I'd much rather you didn't specify colors at all] why might you want to set a particular button grey?
  8. well... they could have also saved the seed to re-use when you load the game again
  9. tools -> options -> text editor -> C# [or whatever] -> formatting -> new lines
  10. Programming on linux

    X-windows [or x.org] are the system used to draw windows on the screen KDE and Gnome are window managers, they define their own styles, have their own api, and have lots of useful applications [like konqueror in KDE the eqlivent of IE in windows [including the file management stuff]] if you use a library like wxwidgets you can write applications abstracted away from the differences of different window mangers and also abstracted away from the differences of different operating systems [your thing should be able to compile and run on windows too... and OSX if I recall] there are essentially two differences between distributions in this context. 1. different package management systems [kind of like wether your app is in its own executable, or a special archive, or another type of special archive... The tools coming with each distro usually only support one type of package] 2. different library versions. some distributions don't by default come with a particular version of the c standard library or other things your program might depend on. So your program would have to be recompiled for the distribution. you could distribute your program in a tgz archive [instead of a rpm, deb, or gentoo package], but then it wouldn't install in the expected place [unless you did it like slackware, where to install something you extract it at / ]. As long as you require versions of libraries that the current distros include this would be the best approach. SuSe, redhat, mandrake, fedora all use rpm gentoo has its own package thing debian-derived distros use deb packages [mepis, ubuntu, kubuntu, knoppix,...]
  11. 1.40 = 1 + 40 / 100 = 1 + 4 / 10 = 1 + 2 / 5 well, 1 is easy to represent in binary, how do you represent 2 / 5 in binary then? 0.0110011001100110011001100110011001100110011001100110011001100110... (0110 repeats forever) so the problem is that you're not rounding after the calculation before displaying. Your conversion got as close as it could [just a tad short] and by multiplying the difference became larger. your C program is rounding, not sure why the other one is not.
  12. it isn't necesarily a problem with your code, but a limitation of the keyboard and the interface it uses that only so many keys [usually at least 3, but it depends which keys] can be pressed simultaneously I'd bet that your code would see all four arrows being pressed at once, but might not see A Z W and X pressed simultaneously.
  13. LOD creation

    nvidia's tool: melody, intended for normal map generation can also generate LODs of your models http://developer.nvidia.com/object/melody_home.html
  14. publish PSP game

    you WILL need an official developers license [and kit] to be able to get signed discs pressed that run in unmodified units the same is true for any console you probably want to talk to sony and see if you can work something out other than the usual $10 000 or whatever deal [in addition to publisers... but I wouldn't be able to advise you about the order]
  15. essentially the GS can only do 2d rendering operations, but it does them really quickly, can texture map, do sprites, depth comparisons and alpha testing.... There is no fixed-function opengl-like process of sending polygons to the screen. the programmer must write the code to transform and whatever the verticies... this usually goes on VU-1 [if you want good performance] both of the VUs [vector units] are _very_ well suited for matrix math [and vector math].. and are programmed in their own assembly