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Acticore

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About Acticore

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  1. I'm being asked to render a cube in DirectX 9.0c by hard-coding the vertice values in groups of four for each face, and then creating a vertex buffer for each face and rendering the cube with the DrawPrimitive method through LPDIRECT3DDEVICE9. I can render a basic cube doing this just fine. By default I placed a texture on each of the six faces (same one for each) and it worked great. The problem was, that was just a test point, and what I was really being asked to do in full was to combine textures and coloring vertices so that three faces had textures applied to them, and the other three faces had solid colors (not done with textures, but by coloring the four vetices making up a face). I'm pretty sure you're not supposed to be doing that, but this is the requirement I'm supposed to meet, so I don't have the option of doing this some other way. When I first started by just setting the six faces to the same texture, I set the D3DFVF_XYZ and D3DFVF_TEX1 D3DFVF flags. My vertex structure looked like this: struct VERTEX { float x, y, z; float tu, tv; }; That worked out fine. Then I added the D3DFVF_DIFFUSE flag to my D3DFVF flags (without removing the D3DFVF_TEX1 flag). I looked at this page on MSDN which told me the color information needed to come after the x, y, z info, but before the tu, tv info: http://msdn.microsof...y/ff552826.aspx My new structure looked like this: struct VERTEX { float x, y, z; DWORD color; float tu, tv; }; I had to mess with a few things before my cube stopped having jumbled textures and was drawing properly again. The above structure renders the cube fine, except the colors don't do anything. I tried messing with the transparencies for the textures as I was suggested to, but nothing happened. The only difference between rendering without the vertex coloring from before and how the cube renders now is that it's greyer looking. That must be significant in some way, but I don't know what's causing it. I thought about setting different flags for different vertex buffers so the faces with textures would use the previous vertex structure, while the ones with solid colors would use a structure set up for colors with the texture information removed. Then I realized that while each face has its own vertex buffer, and the formats can be different for those, DirectX can only have one format set at a time using SetFVF, and I'm supposed to draw the cube as one object in the end by calling DrawPrimitive. I was told it was possible to use both vertex colors and texture data on the same cube. This was required for the class last year, and they must have completed it or it wouldn't be a requirement again this year. I've been working on this all day from morning until now at 8:30 p.m. I'm about to bash my head against my desk because I can't get this to work. I've been tweaking my code all day and nothing seems to work. Do any of you have an idea about how I can do this? Thanks for your help.
  2. Thanks guys, I don't know why I didn't catch that. I had the call to the Game constructor inside another function originally and didn't get rid of the scope resolution operator when I moved it.
  3. I just realized I didn't include windows.h at the top of MainGame.h, but that doesn't change anything anyways. It's not complaining about HWND being undefined, and even with it included nothing changes.
  4. I'm trying to build a class called MainGame that inherits from the class Game. Everything was coming along great until I needed to feed MainGame's constructor input into Game's constructor. Here's the code for the derived class MainGame: #include <string> #include "Game.h" class MainGame : public Game { public: MainGame(HWND *hwnd) : Game::Game(hwnd) {}; void Initialize(); void Update(); void Render(); void SetCaption(std::string newCaption) { Game::SetCaption(newCaption); }; }; This is the code for the class it derives from: #include <windows.h> #include <string> class Game { public: Game(HWND *hwnd); Game(); ~Game(); void Initialize(); void Update(); void Render(); void SetCaption(std::string newCaption); private: HWND *hwnd; TCHAR szCaption[256]; }; The error I'm getting points to the this line of code in MainGame: MainGame(HWND *hwnd) : Game::Game(hwnd) {}; and it looks like this: error C2039: '{ctor}' : is not a member of 'Game' What's going on, and what should I do to fix it? Thanks for any help you can give me. : )
  5. Hi, I've got a question on keyboard input for dialog boxes, and I'd appreciate it very much if someone would be nice enough to help me out. I'm trying to make a simple calculator program that has 10 number buttons (0-9), four operator buttons (+, -, *, and /), an equals button, a clear button, and an edit box to display everything. I have the application fully functioning with the buttons. What I'm trying to do is to allow the user to use the number pad as an alternative input over the buttons. I can get keyboard input for a normal window fine, but a dialog box is limited to a specific range of keyboard inputs, and as far as I'm aware, ignores everything else. How can I get the dialog box to recognize input from the number pad? I was able to have the main (temporarily unhidden) window catch the input and then pass it to the dialog box, but the only way that works is if the user switches to the main window for inputting numbers, and then switches back to the calculator dialog box to see what was input. Once the application is completed, the main window will be hidden, and this won't be possible (it's also not practical). I'm required to set this up as a dialog box. I could probably figure this out on my own if I kept going at it for a few more hours, but I've been searching for a while, so I figured asking the GameDev community might get me a more helpful response. Thanks for your time.
  6. Acticore

    Four Elements - Unofficial Contest?

    Another idea that might be better is having whoever is interested work together to develop a small game over the summer. We could share our game dev. techniques and learn from each other while simulating a real project and assigning deadlines. I've never worked on a real project with a team of people and deadlines, so I know I could definitely learn from it. Once again, just an idea.
  7. Acticore

    Four Elements - Unofficial Contest?

    I know this contest has only just started, but I have an idea for the future. I think if this works out well, we should create our own contest that breaks away from the four elements. Something totally different, or maybe something as simple as having everyone develop a game with no restrictions on what needs to be in it. We could host it on a website like the one being used for the UFEC. There aren't many game development contests on GameDev each year, and I have a feeling the Four Elements contest might not be back for another year or so. I think it would be fun to have a contest that spans maybe three months over the summer. Just an idea.
  8. Acticore

    Four Elements - Unofficial Contest?

    Probably should have made it a leaderboard now that I think about it, but I can go back and fix that when I have some free time. I wasn't thinking. :P
  9. Acticore

    Four Elements - Unofficial Contest?

    I don't have much time right now, and I'm not that great with logos/banners, but here's something I just made. I don't know if it's what you're looking for, but if you at least want a temporary fix, you could use this. It's standard banner size, but it might be too small for the site depending on how big you've made the page. If you're just looking for a logo, you could take the four element orbs with U, F, E, and C in them and use that. It's simple enough to work as a logo, even if only a temporary logo.
  10. Acticore

    Four Elements - Unofficial Contest?

    Hey Lesan, how many people have registered for this so far on the site? I'm curious about the current size of this contest.
  11. You might also want to look into Virginia Tech.
  12. I would avoid going to a game-specific school if I were you. I would even avoid a degree aimed specifically towards game design, unless you plan to supplement it with a traditional computer science degree. Game degrees are fairly new, and computer science degrees have been the main key into programming games professionally since practically the birth of video games (I say practically because back in the old days it was a lot easier to work out of your garage making small, one-man project games). I think the best option would be to go for a computer science degree, and possibly supplement it with a minor or double major in game development (if you go to a school offering a game dev. degree). From what I've heard, most major game development companies will be more likely to hire you knowing that you've received a tradition computer science education since that's the way the industry's been working for a while now. They'll probably hire you with a game development degree too, if they feel that you're capable of doing the work that they need you for, but I think it would be a better idea to make the computer science degree your main focus and add in a game dev. minor/double major if you're interested in it. I'm sure a combination of both will be even better than the computer science alone (if you can handle it academically), but if you want to go one way or the other, the computer science route is probably the better choice. I don't have any experience working professionally in game development; I'm still a student. What I've stated is just what I've heard said a lot. I do believe it's true though, as I hear similar responses to many of these questions, and as a lot of professionals tend to give out this type of response. I'm not sure what level you're at academically and what your extra curriculars are like, so it's hard to list the best schools to look into. Instead I'll list a few good school and order them by admissions difficulty. These schools are commonly regarded as the best schools for computer science in general: 1. MIT (Massachusetts Institute of Technology) 2. Stanford 3. UC Berkeley 4. Carnegie Mellon (CMU) 5. UIUC (University of Illinois at Urbana-Champaign) They're all pretty hard to get into, though you might have some more luck with the last three. Most of these probably aren't the schools you want to look for if you just want to end up in industry making games. These are more of the schools you'd want to go to if you want to make some kind of impact on the world after you graduate. If you want to hold a lead position, or revolutionize something, than go for these. Carnegie Mellon might be a pretty good choice though if you just want to work in the game industry since it has a pretty good art program too. Another good school for computer science, and possibly the best school for game development, from what I've heard, is the University of Texas at Austin. Penn State is another good choice, and it's easier to get into than the other schools (about 50% admission rate). A school that's not too hard to get into (though not totally easy) is RIT (Rochester Institute of Technology). They offer an interactive games and media degree (essentially game dev) and they have a pretty good computer science degree. A school in the same state that commonly gets confused with RIT is RPI (Rensselaer Polytechnic Institute). This is my college, and from what I've seen and heard, it has a pretty good reputation. It's an engineering school, but it also has a good computer science program, and it offers a game development degree. One warning I'll give you for this school: it doesn't have the greatest social life, and you're pretty much trapped on campus due to the quality of the city. If you're ok with focusing mainly on school and not leaving campus often, then this is a good choice. Otherwise it's not. A lot of people claim that this school makes them miserable, while some others absolutely love it. It's really up to what you're looking for. Other schools to look into: - Georgia Tech - UCLA (University of California, Los Angeles) - University of Southern California, Los Angeles - WPI (Worscester Polytechnic Institute) With the exception of UCLA, these schools aren't too hard to get into as long as you're a good student and you have decent to pretty good extra curriculars. They've all got reputations above average too, so don't worry about them not being good schools (especially UCLA, which is usually ranked between 20th and 25th nationally by U.S. News). I don't know how much help that all is to you, but hopefully you can dig out some advice to apply to your goals from that.
  13. Acticore

    Four Elements - Unofficial Contest?

    I like a lot of the individual elements that we're voting for, but I feel that other elements in their sets aren't as good. Mixing the elements from different sets might be ideal for some people (could just be me though). Do you think it would be better to list them individually instead of in sets, and then construct the best set with the top 6-8 elements? Maybe over a two-day voting session? Just an idea.
  14. Acticore

    Four Elements - Unofficial Contest?

    What about Myopic Rhino or Michael Tanczos? They also started the site, and Myopic Rhino's profile shows that he's posted recently.
  15. Acticore

    Four Elements - Unofficial Contest?

    Hey, Lesan, do you think you could arrange having GD place the unofficial contest in the contest listing on the site? I know there are two Intel contests in there now, so I don't think the contests have to be hosted by GD. You could ask that the links point to the site you made. You could then add a forum link on the site that points to here.
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