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thallish
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First a question. Why do you want to reverse the numbers? Take at look of the String class and the Convert class. These could help you on your way[smile].
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According to google calculator I am standing 6 feet tall weighing in at 185 lbs. Mostly muscle. Still there is a little issue about some hard to remove love handles:-)
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C# Enumeration Inheritance Madness!
thallish replied to RegularKid's topic in General and Gameplay Programming
Just have a comment. Is this just a play on design or are you really planning on designing you application like this? Because then I have to ask why do you want to hard code the range of animations you can perform? -
[web] Help needed with ASP.NET!!!!
thallish replied to thechocobohunter's topic in General and Gameplay Programming
You could begin looking at this site. -
You are welcome. For further understanding of the method check the DirectX SDK. It is worth the read[wink]
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Look into D3DXCreateTextureFromFileEx and specify D3DX_DEFAULT_NONPOW2 in the width and height. If the device supports non power of 2 textures it will not be scaled[wink]
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No. I would render all objects with the diffuse light effect to a buffer/texture. Then I would take this texture as variable in the brightness effect, change brightness, and then render this to the frame buffer, or another texture if you have more effects to apply. Post processesing means that after you have rendered all relevant objects to a buffer, you apply certain effects on the resulting image. That is how I interpret it anyway[wink]
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Well as the two things you want to accomplish are different in terms of which area the affect, as in the rendering of the model and change in brightness of the screen I would split them up in two different techniques. Whether or not they are in the same file is insignificant as far as I know, but it will probably be a good idea to have some structure in your effect files, so one file contains similar techniques or the multiple techniques used for a certain effect like HDR rendering.
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[.net] Question about compile and run time I think
thallish posted a topic in General and Gameplay Programming
Hi I was wondering if anyone could give the cons and pros of doing as in the following two examples. If I always create a new empty List ( or some other object/value ) does it at all have an impact if the declaration is done as class Some { List<whatever> aList = new List<whatever>(); public Some() {} } instead of doing class Some { List<whatever> aList; public Some() { aList = new List<whatever>(); } } If both methods are alright when should the one be used over the other? does it matter? Thanks! -
[.net] Form To Form Communication
thallish replied to chrisliando's topic in General and Gameplay Programming
Well apparently Form2 has no idea that Form1 exist. Does Form2 contain a Form1 object? if you you show the entire code it might be easier to see what can be done. And remember to use [*source][*/source]tags without the *'s [wink] -
Visual Studio 2008... this month???
thallish replied to Lovens's topic in General and Gameplay Programming
Link to the press release -
Look here. This helped me using GMail to send.
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Looks god. Though I do think that your water would do better as lava. It has that slow moving sensation and bulging feel[smile]
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Creating a game editor with Winforms with engine in C++
thallish replied to thallish's topic in General and Gameplay Programming
Ok thanks a lot. I will look into that chapter at once. -
Creating a game editor with Winforms with engine in C++
thallish posted a topic in General and Gameplay Programming
Hi I want to create my game editor with Winforms in C# .NET because I find this easier, while keeping my engine in C++ and DirectX. Now this would imply that I need to create C++/CLI wrapper of my engine to use it in Winforms. Is this the most appropriate way to go about it? Now if this is the case does anybody have some good references to get started with this task? Regards
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