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About dxdotnet1

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  1. hi we have a 3rd person view mini game to do, and were reaserching on ways on how to render the scene/city? a) is it a big mesh implemented using OCTREE? and culled when the node is not in camera? b) Where to model the city? is it in a 3d modeling tool then just import the entire mesh to scene? what can you suggest? ive tried approach one and it somehow slow than expected.
  2. terrain engine?

    ah ok .. can you post sa screnshots?
  3. terrain engine?

    @subi thanks but i already have a sample similar to that one a single texture stretched over the entire terrain is not what i like anyone got some samples?
  4. were planning to use dx in our project and i understand that there is already a 3D format supported for dx which is the X format. is this good in big real-time games? what other format can u suggest for an 3D RTS type of game. PS. well our game is not really an 3D RTS like WC3 or Generals, its like a chess game with wizards and stuff (i knw u guys cn picture it out already)
  5. guys, where can i find a simple terrain engine in dx? with the following specs - implemented using anykind of LOD (GMM,Quadtree,Chunked) - textured with high detail(eg. texture splatting) - doesnt use any shaders (since my machine doesnt support one) I really need this one for sample presentation to my boss's boss, since he wants us to research on these things and only gave us small amount of time. we just need to show him some sample with the code ofcourse and learn from those code later(after we present it). Pls bear with us on this. thanks and more power to you guys
  6. Quote:For the first attempt, I would just use a single texture and tile it. so how do i do it? i mean how do i do a single texture and tile it? then how about blending the texture? ive read the texture splatting tutorial but its hard for me to understand it( im got a mild dyslexia ) and the sample only shows a single quad texture for it can anyone help me :) [Edited by - dxdotnet1 on September 18, 2005 9:15:19 PM]
  7. dude theres no "camera" (view Matrix & proj matrix set in ur code...
  8. well i decided to use GMM for my terrain, but im confused of what texture mapping algo to use, idecided on a certain idea but i dont think its good; this was the first idea came to my mind to create a detailed texture for my terrain. pls comment on this since my terrain is GMM i decided that every patch(17x17 patch) has an LPDIRECT3DTEXTURE9 object and during rendering i just switch the active texture for every patch, is this just ok? or maybe ill suffer some speed consequence with this approach?
  9. we'll i got a heightmap of 257x257 and i scaled x to 10 and z to 10 so that gaves me a terrain map of 2570x2570 now my problem is on how to texture this large terrain effectively and nicely since for example i have a 257x257 texture and stretched for gud the result arent that great... any suggestion?
  10. ive implemented a simple explosion partice and i want to fade the alpha of each particle for every frame but the fading part is not working heres how i implement it void CParticle::Update( float elapsed ) { m_vPos += m_vVelocity * elapsed; m_fAlpha -= m_fAlphaDecay * elapsed; m_color = D3DCOLOR_COLORVALUE(m_fRed,m_fGreen,m_fBlue,m_fAlpha); } and heres my RenderState for the particle m_pGfx->GetDevice()->SetRenderState(D3DRS_POINTSPRITEENABLE,TRUE); m_pGfx->GetDevice()->SetRenderState(D3DRS_POINTSCALEENABLE, TRUE); m_pGfx->GetDevice()->SetRenderState(D3DRS_POINTSIZE, FtoDW(m_iParticleSize)); m_pGfx->GetDevice()->SetRenderState(D3DRS_POINTSIZE_MIN,FtoDW(1.0f)); m_pGfx->GetDevice()->SetRenderState(D3DRS_POINTSCALE_A, FtoDW(0.0f)); m_pGfx->GetDevice()->SetRenderState(D3DRS_POINTSCALE_B, FtoDW(0.0f)); m_pGfx->GetDevice()->SetRenderState(D3DRS_POINTSCALE_C, FtoDW(1.0f)); m_pGfx->GetDevice()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); m_pGfx->GetDevice()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); m_pGfx->GetDevice()->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); m_pGfx->GetDevice()->SetRenderState(D3DRS_ZWRITEENABLE, FALSE ); what seems to be wrong with this? during update of the particle you can see that i decrease the alpha value per frame and create a new color from it but it doesnt seem to work
  11. how to do an explosion particle using dx? i already have made a simple particles like snow since snow only goes from top to bottom.. but how about explosion like those of some 3D RTS game.. do u have any samples to show on how to do this?
  12. 3D Point to 2D space?

    i found this function in dx D3DXVec3Project but what will happen in case the object is not visible in the view/camera? what do these function returned?
  13. how to transform 3D point to 2D space in DX (reverse to picking)?
  14. im confused of what stencil buffer is and whats its used? i planned to study and learned how to use shadow mapping/volume and the article uses the stencil buffer and i dont knw what it is
  15. i want to get the a,r,g,b values from the D3DCOLOR wich is a DWORD type value,how?
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