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About LostSource

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  1. LostSource

    Dense and Sparse Graphs

    I'm having the problem of determining what makes a spares (undirected) graph and what makes a dense (undirected) graph. For my personal learning experience I wanted to try and make a graph generator that makes sparse (undirected) and dense (undirected) graphs. The problem is I'm really unclear about the rules that makes a graph dense and what makes a graph sparse. Thank you for any, any, any help at all.
  2. LostSource

    Game Engine Architecture

    Quote:So, what are your goals for the engine? My two main goals our (1) to gain a deeper understanding in the 3d mathematics in games (which I know I could just read a book but there is something more to learn from the math of an engine by coding it then reading it), and (2) to create a nice simple engine that I can create Tetris, Pacman, and a small Action/Adventure game with for my resume. Now I know that I could use the DirectX or OpenGL API's instead of "re-inventing the wheel", which I'm familiar with both API's, but I've found that my understanding for game mathematics is becoming a lot stronger through out this journey in engine programming. Currently I'm learning OpenGL while using DirectX for games, but I would like to make my little engine multi-API compatiable. Once I finish the engine I'm planning on making it open source with comments in the code for others to use if they wish or build upon or even use to aid them in helping them making their own engine. I know engines take a lot of work, but I really think more people should try to create a simple engine for the experience (although this is after making a few games before hand).
  3. LostSource

    If I were to impliment scripting...

    Look into Lua, it fulfills all your requirements and more. Good luck on your engine for your game. = ]
  4. LostSource

    Wii programming question

    Go here: and I hear the SDK is running around $2,000.00 Enjoy.
  5. LostSource

    Looking for game engine

    Check out this site: you can find hundreds of game engines there.
  6. I'm currently working on my game engine, but I had a question about the "math system/support" for an engine. Q: In your engine, do you have a support system that contains all the math used in your engine? Or are you just using the DirectX math library? I ask this because currently I have support for: Vectors (4d), Matrices (4x4), Euler Angles, Quaternions, Lines, P-Rays, AABB, and Planes. Which I've tested them against linear alg. books and DirectX's math support system. But I'm curious, if creating your know math support system is worth the extra work, and a better path to follow when developing a game engine? Thanks a head of time for the replies.
  7. LostSource

    Newbie starting out on Pacman

    I would suggest creating a AABB class and giving each dynamic object an AABB and using this do a collision test against two AABB's: if PILLs AABB collides with PacMans AABB then: Pacman eats the pill if nothing is within a curtain radius of Pacmans position then don't do a AABB collision detection for Pacman Good luck on your Pacman game.
  8. LostSource

    Font width

    Since your using ID3DXFont class, you can use the function that is in the ID3DXFont class called "GetDesc(D3DXFONT_DESC* pDesc)". This function will return the current font (font face that is loaded into ID3DXFont class) description. Example: D3DXFONT_DESC desc; your_id3dxfont.GetDesc(&desc); the character width of the font is now equal to desc.width now to see how long the text will span across the screen do something like this (Note: Im using the stl::string class) text.length() * desc.width Hope this helps.
  9. LostSource

    Euler Angles Questions

    Thanks for confirming and clearing up some of my thoughts. So I guess since I'm working on a simple game engine I need to include a classes for Euler angles and Quaternions to my math support system for that reason. Thanks Zipster and Tok.
  10. LostSource

    Euler Angles Questions

    I'm currently coding a Euler angles class for describing the orientation of an object in the world and I was curious if my intuition is correct about my thinking of Euler angles. Yaw = angle of y axis rotation Pitch = angle of x axis rotation Roll = angle of z axis rotation For this post assume Y, X, Z are rotations about the letters axis. 1] I'm I correct to say that Z * X * Y is the rotating from object space to world space, and Y * X * Z is rotating an object from world space to object space? 2] I only need a 3x3 (named R) matrix to store the Euler Angles rotation matrix? R | 0 ---|--- T | 1 3] When trying to avoid gimbal lock would it be a good idea to but a cap on the amount of Yaw, Pitch, Roll angles: Yaw = + 180 degrees Pitch = + 90 degrees Bank = + 180 degrees Or would it be fine to just make sure that the Yaw, Pitch, Bank angles stay less then 360 (which would help with interpolation between two angles). Thanks ahead of time for the replies. = ]
  11. LostSource

    Hidden face removal

    Take the surface normal (we'll call this S) of a face that your testing and take the dot product of that face normal and the look vector (we call this L) of the camera. Then if S dot L is less then 0 then the face isn't facing the camera, so don't render it. S dot L > 0 facing the camera (acute angle) S dot L = -1 facing opposite directions (180 angle) S dot L < 0 not facing the camera (obtuse angle) S dot L = 0 then the two are perpendicular to each other
  12. LostSource

    looking to branch into using graphics

    Check out, they have some nice tut's to help you on your way into the realm of graphics programming and mathematics. Q: Is it hard? A: If your math skills aren't at Linear Algebra or higher it will make things a bit tough at first but you will get the hang of it. Just take your time, and don't rush, or else it will be hard.
  13. LostSource

    C++2D vector error

    With out the decleration code of your vector I'm not sure if I can tell what your problem is exactly but try this out: 1] Make sure you included "#include <vector>" (I'm sure you did this one) 2] If your not using the standard namespaces, make sure you include the std:: in front your vectors. example: std::vector< std::vector<CTile*> >m_MapMatrix; 3] Maker sure you have the right directory path to where the vector header file is located on your system. Help this helps. = ]
  14. LostSource

    Matrix Inverse

    Ello All, I was curious if the D3DXMatrixInverse function takes the inverse of the 3x3 portion (not including the translation part of the matrix) of the matrix, or does it take the inverse the full 4x4 matrix (including the translation part)? It was seem that it would only need to take the 3x3 portion because the _14, _24, _34, _44 ij positions would stay 0 and 1. --------------- In addition: If the 4x4 Matrix is viewed in portions R | 0 ---|--- T | 1 R = 3x3 linear transformations (rotation, scale, shear, ...) T = translation (x, y, z) Then when D3DXMatrixInverse takes the inverse of the matrix, does it need to take the inverse T portion? If it does why? [Edited by - LostSource on March 2, 2007 1:15:45 AM]
  15. Currently I've been stumped on trying to figure out how to compute ray bounding box intersection test for the past day (probably longer = /). I've figured out how to take the screen coordinates from where the mouse was click and compute a ray which then I transform into the objects 3d space. I know that the ray calculations work okay because ray/sphere intersections work. The problem is that I can't figure out how to take the ray from its origin and its direction and use those vectors to test of intersection with a bounding box, or even just a box mesh. How would I go about testing to see if a ray intersects a bounding box? Thanks in advance for the help! = ]
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