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About AdamGL

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  1. From that quote you just offered, it seems like Microsoft fixed this issue in Direct3D APIs higher than Direct3D 9. So it looks like you are out of luck as far as DX9 goes.
  2. MMORPGs are only fun because you lie to yourself

    Very insightful. I have tried WoW for a week and decided it was quite boring. However, I did not buy the game; I borrowed my friend's account. Since my investment was virtually non-existent, this complies well with your argument and the studies you referred to. I find it difficult to like a game in which you perform repetitive tasks that just get longer and longer with no real reward besides higher numbers. I believe the social aspect is quite entertaining, but another game-play mechanic would be needed to get me interested.
  3. Hitpoints Outdated ?

    Usually when someone gets hit by an attack, he/she is substantially wounded. Like the OP said, it's not realistic to get hit 50 times and bounce back like pinata ready for more. If you split up the hit point system so that each body part is damaged individually, you still haven't gotten rid of your problem. You made it harder to work with though. So put yourself in the character's shoes. A man just lunged at you with a broadsword. You have a sword in your hand. What should you do? Bare your chest so he hits your armor? Or maybe... block the attack with your sword? In essence, a more realistic system would consist of minimal physical damage to the characters as they fight, most of the damage being absorbed by blocking and dodging. So rather than increasing a player's defense or hit points, you increase his/her agility with the sword or strength to be able to retaliate against a strong hit. Determining when an enemy has finally been worn down can be measured by an energy guage, which feeds all the other skills and techniques used in battle. Heck, you can even give the sword a durability meter. Although this system sounds new, it really isn't at all. It is the hit point system applied to a different entity so as to increase realism.
  4. Z-Interpolation

    Ok, I managed to whip something up that I thought made sense but it fails when drawing a cube. Here's a sample of how it works(I think its wrong): //where z1 and z2 are depth coordinates //where py1 and py2 are the vertical components of the endpoints of one line //where gy1 and gy2 are the vertical components of the endpoints of another line double pZ = 1.0 / z1; double gZ = pZ; //calculate the z increments double pInc = Math.abs(((1.0 / z2) - pZ) / (py2 - py1)); double gInc = Math.abs(((1.0 / z2) - gZ) / (gy2 - gy1)); for(int y = 0; y < maximumY; y++) { //compute edge x coordinates of triangle at a given y coordinate //for every y, increment the z accordingly pZ += pInc; gZ += gInc; //interpolate linearly between the two z values to get each pixel's depth //the scanline. //test depth against depth buffer } What am I doing wrong? And everywhere I go, I get instructions on how to do Texture mapping, in which they introduce U and V, which I don't want. I just want to get the z-value of an individual pixel so I can check it against the z-buffer. Thank you for your help!
  5. Z-Interpolation

    Thanks guys! I am not doing this with matrices :o because I had this other idea. I know, I know, bash me all you want, but for now I will do it my way. Those links cleared up the problem, thank you silvermace and everyone who helped out. I can't believe that didn't come up for me in Google. Because I searched... long and hard...
  6. I don't know what's wrong with me. My mind doesn't seem to want to work. I am making a mini software renderer and I have successfully implemented a triangle rasterizer. Now I need to find the depth values of each pixel in the triangle so I can implement a Z-Buffer. Problem is, I can't seem to get the interpolation to work. It's such standard math, but here I am, asking for help. So, to my knowledge, the formula for finding the z value of a point on one of the edges of the triangle is: float z0 = 1.0 / ((1.0 / z1) + s * ((1.0 / z2) - (1.0 / z1)))); Now, one of the issues was what exactly is the s value? Is it the position on the line segment relative to the start point? And these reciprocals, are they correct? Thanks in advance for the help. And if anyone has any examples of this interpolation in either C/C++ or Java, I would greatly appreciate a glance :)
  7. GunGirl - Platform Game Public Beta

    The graphics look very clean IMO. Looks well done. I especially love the backgrounds. I'll give it a test run when I can.
  8. Hello everyone, I have been programming in C++ for a few years and I have learned all of the basics of the language and some algorithms. I would like to further my ability to be able to solve problems by purchasing a book on theories and algorithms, something with puzzles for me to solve and with solutions to them so I can check how it was done. Does anyone know of a good book for this? It doesn't have to be game programming. I actually prefer it not to be about games. And I guess it would be nice if the book was in C++, so OO techniques could be used. Thank you for your time. Adam
  9. Simple Rpg Questions

    Hey, that's half the fun! Making equations that give you your numbers. It is so satisfying! But hey! It could just be me!
  10. I researched some more and downloaded Cygwin and got that running nicely. So I went to the directory of the project and typed: ./configure and already it complained I'm missing things. I know they're dependancies and I made a point of including them but nothing works. Does anybody know of a resource that will explain to me how these automated building scripts work? Even one that will teach me so I can learn from scratch.
  11. Hello everyone! I am pretty new to the whole Open Source scene, and I decided that I would give some of the SDKs on sourceforge.net a try. Instead of going for the binary downloads, I decided to try and compile the source code for the project (this one being jpeg-6b). And here my troubles began. I perused the source several times and found out that Makefiles were what gave the compiler the necessary information to compile the project. Several Google searches gave me Linux only tutorials on makefiles which didn't really help me, since I'm using MSVC++ 2008 Express on Windows XP. So, I tried some simple "nmake /f makefile.vc libjpeg.lib" as was recommended in one of the docs, but alas, I get the error that win32.mak could not be found. So my question is, how do I compile existing code? I'm guessing there is a graphical way of doing it too, so I would like to know both methods: GUI in the MSVC++ IDE and command line. Thank you for taking the time to read this. I never really thought about what happens to my C++ code when I compile it. Now I see it's no trivial matter...
  12. SDL console window

    Hmm, so how does the linker do this? I've done it myself, but can you tell me the specifics of how the program is defined to have a console window?
  13. You can't type anything else because the getline() is outside the loop.
  14. money in rpg game

    Make a struct, or go complex and make a class with functions. Fill the struct with your stats. Make an instance of your struct. Set the members to whatever values you wish. struct Player { int hp; int money; }; int main() { Player player1; player1.hp = 100; player1.money = 5; cout << "HP: " << player1.hp << endl; cout << "MONEY: $" << player1.money << endl; cin.get(); //wait so you can see the output return 0; }
  15. Gun Building Mechanic

    As Symphonic described, you can show that the bullets passed by the enemy "deeper" into the screen... kind of a 2.5 dimension excuse. Alternate between bullets flying infront and behind enemy(if you miss, of course). Love the idea, BTW.
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