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About xucaen

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  1. Is it even possible? If the world is scrolling downwards, and the player is constantly moving upwards, how would the A* algorithm work?
  2. I found LibGDX to be comparable with SDL.
  3. I have googled but the information I have found is way over my head. I am 45, took pre-calc in college, and I have been an application developer for over 20 years. Obviously there is not much demand for path algorithms in application development. ;)   All I am looking for is a suitable source of information for beginners in game dev to help me learn to understand and write my own pathing algorithms. I would poefer an online class but don't even know what criteria to look for.   Thanks,  
  4. I am learning some new concepts in game dev, and I am have written classes that have the capability to move sprites around on the screen autonomously. However, I now need to figure out a way to convert screen points to world points. How do I do that?
  5. xucaen

    using blender models in direct3d?

    You are right! the .obj format is easy, it's practically the same format of the text file from the tutorial I mentioned in my first post. Thank you!!
  6. xucaen

    using blender models in direct3d?

    maybe I was asking the wrong question. I found this forum post: http://forums.create...368/488555.aspx And in it, a user posted: As far as I know, the DirectX SDK no longer maintains support for meshes and .x files. In d3d11, there is not even an ID3DX11Mesh anymore. I believe this is because game companies didn't use them. [/quote] So let me put this another way: How are game companies creating their 3d models? And how can I duplicate that process?
  7. xucaen

    using blender models in direct3d?

    I was hoping for a simpler solution rather than using a 3rd party library. The author of the tutorial I mentioned suggested writing a tool that can convert the output from the modeling software into a text file of vertexes. This to me sounds like the simplest solution, but I would require the file format (in a struct or class) of one of those export formats to be able to extract the vertexes. I'll try digging through the code of assimp, but this is looking like a dead end to me. I am surprised that Microsoft didn't already build some kind of modeling tool for use with direct3d. Maybe we're not expected to use 3rd party 3d modeling software? Is there some other way to design 3d models in direct3d?
  8. I found a tutorial on the web that goes over some basics of direct 3d 11 using visual studio 2010. So far, it just describes how to make a cube by typing all the vertexes into a text file and then reading in the text file. I wanted to play around with other shapes and so I was wondering how to use a blender model instead of typing all the vertexes manually. Is anyone one else here able to use blender models in direct3d? if so, how?
  9. xucaen

    direct3d book?

    These are the best books that I could find, still not sure if they will walk me through a project (I have not purchased them). I am listing them here in case anyone wants to share opinions about these books or make recommendations based on these books. All 4 are available on Amazon. Thanks for looking. Beginning DirectX 11 Game Programming by Allen Sherrod (Paperback) Introduction to 3D Game Programming with DirectX 11 by Frank Luna (Paperback) Game Coding Complete, Fourth Edition by Mike McShaffry (Paperback) Game Engine Architecture by Jason Gregory (Hardcover)
  10. xucaen

    direct3d book?

    I have a game design and I want to write it in direct3d. I see there are many books out there on direct3d. But what I want is a book that will walk me through a complete game (or game engine) in direct 3d. I am an experienced programmer so I do not need any beginner programming books, which seem to be most prevalent. Can anyone recommend such a book? Thanks,
  11. xucaen

    directx 9 and 10 tutorials?

    Because the msdn documentation says I need windows 8, which is still in beta. I am not prepared to take on the challenge of testing window 8 beta for the sake of learning directx. :-) Also, I've been reading that directx 11 isn't supported on all hardware, and my hardware is not the latest and greatest. I think world of warcraft cataclysm uses directx 9 so I assumed that's pretty much what my system can handle.
  12. xucaen

    directx 9 and 10 tutorials?

    I can't seem to find any tutorials or books on learning directx9 or 10 game programming.. msdn only gives me articles on windows 8 using directx11, I'm not ready for that. I want something to help me learn the basics of directx9 or 10 game programming from a beginner's pov. I have 10+ years experience programming in C# and a few years before that doing Visual C++ so I'm not looking for beginning programming. Also, I'm more interested in doing c++. I work with C# all day long and want something different to do when I get home. ;-) Thanks,
  13. Hi, i've been searching for a couple of hours, but I guess I'm not using the right keywords. I was thinking today about how one might theoretically make a sprite to be able to carry different items, like weapons and armor, and I do mean graphically. I have no experience coding graphical scenarios of this type, but was thinking theoretically it could be done by calculating the exact pixel location where you want the item to appear in relation to the sprite, then blit the two images. This seems tricky to me because say I want my sprite to carry either a sword, or a spear. The spear is longer then the sword, and must be carried in a different manner, say completely vertical, whereas the sword could be carried more at an angle as if ready to thrust. And as the sprite walks, the item would move differently. Getting both the sprite and the item to move in sync must be very tricky. If the sprite carrys a sword and attacks a monster, the sprite's body, arm, and sword must all move at the sasme speed and same direction, and the sword must never leave the sprite's hand. Every pixel would have to be counted and calculated to make everything appear as one fluid motion. So how is this usually done? Are separate images of sprites and items created and every pixel counted? Perhaps in code using some kind of lookup table that maps each item to each sprite. Or would it be better to limit a single sprite to one item, like sprite A can only carry the sword but sprite B can carry the spear. The only other way I could possibly think of doing this might be to create sprite images along with every possible item that sprite could carry. but of course this can't be the way to do it, because then adding a new item to the game would mean developing a new sprite image along with all combinations of other items.. not to mention the huge amount of graphics to store... Sprite A with gold armour. Sprite A with gold armour and sword. Sprite A with gold armour and spear... but then again this method of creating sprites would ensure all images are perfect. But adding a new item would be a nightmare! And what if the sword was supposed to have a diamond handle instead of a ruby handle. Ugh! All those images have to be re-done. No, That can not be the way to do it at all... So I figure there must be some discussions out there somewhere about this. But I can't seem to find any discussions or articles or anything. Jim
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