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Use COM for game engine?

I recently picked up a book on ATL and started learning about the basics of COM development. From what I've read so far, it seems that using COM to serve up a game engine within a DLL to a game executable is a feasible idea. Considering that you would have a well-known engine interface between the engine and the game, and that as the engine matures and adds features, the interface can be easily improved and used, I think it's quite possibly a working solution. You could then basically just distribute the DLL and the interface and new games could take advantage of the features by retrieving a newer interface from the DLL. I realize that DirectX is completely based on COM, but is COM a good idea for a game engine that overlays DirectX? Are there any significant disadvantages that would be su

2013-06-10 15:16:41
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Can depth peeling be implemented without any shader?

I don't know shaders, but I have a basic idea of their concept.
I need to implement depth peeling and so I would like to know if first I should go deeper into the shader world or it could be implemented without shaders, just using smartly the glDepthFunc..

2013-06-10 13:53:17
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alternatives to long else if and switch statements

I`m working on a project where there is a massive amount of library/engine files being used from the last project. In quite a few there are crazily long if-else and even nested trailing if-else statements making some changes hard to debug and sometimes it`s hard to see where the missing curly bracket is on compiling errors.
So I`d like to know about some valid alternatives. Obviously there`s the switch statement, but that would also get unmanageable by being overly long and nested too.
I was thinking of arrays of function pointers indexed by case, but in a non-deterministic program surely this would cause program execution to jump all over the place and was wondering on the impact on performance.
Obviously, like many things you can never have it all, something will suffer as a consequence

2013-06-10 12:13:29
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[c++] Enum, sizeof

1. Enum
Is it more safe to set value for all values of the enum or the default value is safe ?
Is it possible to safely use sizeof to serialize an enum ?
2. Sizeof
I have a custom array class and in the SetCapacity function I do a for loop :
for( UInt32 i = 0; i < m_Size; ++i )
m_Data[ i ] = Temp[ i ];
If I replace that with a memcpy :
std::memcpy( m_Data, m_Temp, m_Size * sizeof( T ) );
All works for class who doesn't have pointer but if the class has a pointer like a string, I have a crash.
Is it because the pointer who is an array of data who is undefined-size, the "operator =" needs to be called ?
Thanks

2013-06-10 03:05:39
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Terrain render process

Hello, I'm in doubt about which method should I use to render my terrain.
First, some information about my terrain style:
- My game came is like Diablo, torchlight type so I dont need to worry about LOD or anything like it.
- Currently I divide my terrain into 9 parts, each part is divided using a quad tree, rendering only what I can see.
- Im using a 128x128 heightmap for each terrain which occupies an area of ​​64 game units.
- Each terrain has it own textures, up to 8, and 2 alpha maps (so I can "paint" the map).
So, these are the methods that I thought:
1) Store only the texture info, the heightmap and the 2 alphamaps, calculate all the other things at the runtime only when that terrain is needed. Store this data and sent it to the shaders when the render time comes.
2) Pré calcula

2013-06-10 02:29:09
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SlimDX problem under Win7x64

Hello,
I would like to use SlimDX under Windows 7 x64, I have September 2011, March 2011, June 2012 installed, but If I launch
my program I get this error message:
...........SlimDX 4.0.11.43 is missing.
How can I repair this problem ?
Thanks
Jerry

2013-06-09 23:01:33
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Collision Detection Collision Detection

Hey guys,
I'm new here and programming in OpenGL as well.
I have this code:
#include
#include
#include
void display(void);
float CalcularX(float t);
float CalcularY(float t);
float RegraTres(float a);
void colisao(GLint x_ball_novo, GLint y_ball_novo);
void init(void);
void DrawBall(GLint x, GLint y);
void keyboard(unsigned char key, int x, int y);
float CalcularXteste(float t, float velocidadeInicial);
float dpsdoChoque(float x_ball, float t);
GLint width = 15;
GLint x_ball = 0, y_ball = 0;
GLint x_ball_novo = 0, y_ball_novo = 0;
int x_barra = 250, y_barra = 80, height = 50;
/*Mudar pra outros resultados*/
double anguloG = 45;
float velocidadeInicial = 2.0;
float tempo = 0;
const float pi = 3.1416;
const float g = 0.01;//9.8;//-1;
double angulo;
int main(int argc, char** argv){
glutInit(

2013-06-09 22:38:21
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Call of Duty: Ghost’s underwater guns actually work in real life

Guns that shoot underwater? The sub-surface firefights in Call of Duty: Ghosts might require a huge suspension of disbelief, but the technology itself is very real, and has been since the '70s.

2013-06-09 21:30:55
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animate sprite in dx11

So i tried to implement sprite class but i've stuck with the animation. I just can't understand how should i create new texture which's part of source texture. And then how should i set that texture in shader? I was told that sprite code sample included in dx sdk but i can't find it...
Sorry for my poor english, im from Russia...

2013-06-09 20:06:53
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Creating a very simple multiplayer game.

Hello. For few months I've been toying around with C++/C#/Java and AS3. I've managed to create some simple games like Pong, Mario-like platformer, Angry Birds - like game, Solitaire, a racing game and few others. I feel confident enough and I would like some indications for creating some online multiplayer games. No, I'm not thinking at games like World of Warcraft/League of Legends or any other similar games, I'm not stupid. I was just thinking at something like 2-players Pong, Tic Tac Toe, 2-player racing game, an online card game and a chess game. First, I was thinking of using Java/Flash to make the games and embed them in a website (would be great if I can use blogspot.com or any other free website creating platforms for testing purposes). No downloadable client, browser based. And se

2013-06-09 17:41:32
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distributing my program

I made an online chat program with SFML on Windows 7 and I am trying to distribute it to my friends who also have Windows 7.
I included the executable and msvcr110.dll but I'm getting the error "MSVCR110.dll is either not designed to run on Windows or it contains an error. Try installing the program again..."
Is there something I'm doing wrong?

2013-06-09 17:41:29
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HW accel Matrices on android (NDK)

on windows/directx i have XMMATRIX. on ios i have GLKit and GLKMATRIX. i can't seem to find a hardware accelerated matrix library (for example on armv7 uses NEON extension for matrix multiply) for android that i can use on the C++/NDK side. anyone have any recommendations?
thanks a bunch.

2013-06-09 07:34:25
Similar

Brute Force Perfect Hash with GPU?

Any brute force Multiply-Add-Shift lib to calculate a perfect hash for ~50 unqiue integers?
I can Multiply-Shift on the CPU but throwing the other unknown in just slows it down too much.
gperf works well but I'd like something with fewer lookup tables.
I'm grabbing the Cuda SDK/Thrust tonite.
( sorry if this is in the wrong section )

2013-06-09 04:23:47
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Using the message loop in another source file?

So after learning a bit about DirectX, I understand that most of what goes on happens inside the message loop.
Is there any way to take everything inside the message loop and reference it to another file? I would rather not have all my game code crumpled up into one source file.
I tried creating a function, void Game(), which is called within the message loop. I declared it in a header file, and defined it in another source file that had the same #includes as the main source file. However, any of the creation, drawing, and present commands are unrecognized. I'm guessing it's referencing something within WinMain().
But the only immediate way I could see this being resolved is by including the main source file, which is a horrible idea. Either that, or inputting all the necessary functions a

2013-06-08 22:14:32
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Mount your friends and goat in this human pole climber for XBLIG, later PC

"Simulated sports like experience" multiplayer Mount Your Friends is available on XBLIG today and has joined the Greenlight fight for Steam distribution. Each player takes a turn climbing the fleshy tower and is eliminated if the climber runs out...

2013-06-08 22:01:00
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Directx 11....

Hi there,
I have already asked ,what tutorials should I use to learn Directx .Answer was rastertek,cuz his tutorials are the best .
I'm not a dumb person,but I really can't understand even tutorial number 2, almost everything is new for me ,and there is only a little explanation.
Also ,he doesn't give any tips,how one,or another, line could be changed - just the main facts.
Decided to try this
http://www.braynzarsoft.net/index.php?p= D3D11BD
again,but again,source code (which you can see in the website,without having an account) doesn't even work...
So,anyone have branzarsoft account which I can borrow to download every project,or any tips?And..
I was categorically NO against books ,but now I don't know,maybe I should try some free book?I really want to learn directx!
I'm completely lost :

2013-06-08 21:42:31
Similar

getline/else if

Just starting out in this programming adventure, and I've run into a problem already with my getline function and else if.
Here is my code:
#include
using namespace std;
int main ()
int billy;
int jill;
cout << "How old is Billy? " << "\n";
getline( cin, billy, '\n');
cout << "Okay! Now, how old is Jill? " << "\n";
getline ( cin, jill);
if ( ( billy > 100 ) && ( jill > 100 ) );
cout << "Wow! Those guys are ******* old!";
else if ( billy > jill );
cout << "Okay, so Billy is older than Jill. Expected.";
else ( billy < jill );
cout << "Wait, so Jill was older than Bill? Interesting.";
Now it my compiler (I'm using code::blocks) says that there's no matching function for all to getline. It works just fine if I switch it to:
cin >> billy
So, I'm not sure what's wrong with the code.

2013-06-08 19:07:51
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store values from string in an array

I have a string:
map = ("1, 1, 1, 1, 1" +
"1, 1, 1, 1, 1" +
"1, 1, 1, 1, 1" +
"1, 1, 1, 1, 1" +
"1, 1, 1, 1, 1");
That I want to store in an array somehow, or be able to store the values of the string in 3 seperate arrays. With these arrays, I'm going to create a map of blocks. I don't know how to set these values though. The x array will be the number of rows, so in this case it will be 5. Eventually I will have bigger maps so I'd need to somehow read the number of lines in the string.
Would it make more sense to store each value in a 3 dimensional array? If I could do that, each value will be something like (3, 1, 2) for the third row and second column with the value 1? How would I do this?

2013-06-08 11:52:59
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Client-server RTS lockstep

Am I right that client-server lockstep would require commands to be executed 4 turns (800ms) after they were issued?
Turn 1: client sends out move command
Turn 2: server receives, acknowledges, and sends out command to other clients
Turn 3: every client acknowledges it
Turn 4: server sends the all-clear to execute scheduled commands and increment turn

2013-06-08 08:05:22
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CPU Skinning, mesh to joint space (Offset matrix)

Hey guys, i'm trying to manually calculate a models offset matrix (Mesh to joint space). I came across some documents that this should just be the inverse of the bind pose. That is true, except for some formats seem to have a different offset matrix for each mesh. I have the mesh in world space, and the joint in world space. I'm trying to get a matrix that would let me do mesh to joint transforms.... Here is my code so far:
void Animation::SetInvBindPose(const Matrix& meshMatrix) {
// meshMatrix is the world position of the mesh
// Put the skeleton into bind pose
for (int i = 0; i < m_vSkeleton.size(); ++i) {
Joint& joint = m_vSkeleton[i];
Matrix localTransform = Translation(joint.rotation, joint.translation);
if (joint.parent == -1)
joint.working = localTransform;
else
joint.wor

2013-06-08 05:30:40
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