Implemented console function overloading, ie:
are two different functions.Code:Function()
and
Function(int)
Z.
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Implemented console function overloading, ie:
are two different functions.Code:Function()
and
Function(int)
Z.
Interesting, so we could have functions like:
Move(x,y) and Move(x,y,0), with the latter being for relative movement (having 3 variables) and the former being for absolute (having 2 variables)! :cool:
Exactly. =). Next Ill get inheritence working... A better console there never has been =).
Z.
Jorj, you being the resident language expert, this thingie might interest you... I wrote it the other night. Its a frequency analyzer for english. Simply counts the frequencies of each letter, and displays the totals for each, as well as percentages, with a comparison against average values, and displays each set in a graph (which Im not sure is correct =). Anyway, here it is =).
Z.
Wow, Zaei! I'm going to have to check this out... right now!
I'm excited!
I like it a lot, Zaei. Would there be any way to customise it for other languages or alphabets?
i.e. IPA, Cyrillic, Greek, etc. or Spanish, Latin, Chinese, etc.
Probably =). It would be a matter of creating a file containing the letters to analyze, and their average frequency, and then loading that file at startup, as well as modifying the analyzer function to only check those letters.Quote:
Originally posted by Jorj
I like it a lot, Zaei. Would there be any way to customise it for other languages or alphabets?
i.e. IPA, Cyrillic, Greek, etc. or Spanish, Latin, Chinese, etc.
Z.
hey, here is the splash that my mate made. ill prob be using this one with some text overlayed onto it.
Yes, I was hoping to make an effect like that but I only had a mesh ;)
You needed models, Zaei?
You're back, Larse!
I'm so sorry that I never have the time to post nutting, but I'm still working. Rearranging previous works is what I do atm...
Damn, Psy, I hope I can make the game look that good =P.
Igor, Yeah, one mesh should be fine. I think Ill go and implement vertex animation for this little demo (far easier then skinned meshes), so when you do the animations (probabl jusy walking and attacking, for now), just go ahead and create one mesh for each frame of animation (maybe 10 frames?).
=).
Z.
So you want a mesh. No skin. Human obviously. Walking and attacking, 1 picture for each frame.(approx. 10 frms pr action/animation/whatever). Should I give him a weapon now, or do you implement that? When I make him walk, should I actually make him walk foreward, or just making it look like he's moving, then you are the one to actually move them?
You add the weapon, easier that way =). If you want to try for the texture, that would be cool too =).
Make it look like he is walking, but stationary. It should be positioned so that the feet are on (0, 0, 0).
Thanks =).
Z.
hey, im downloading Dev-C++ so i can get to work on some C++ stuff again.
the networking module is going to be done in Direct Play. i managed to get a free CD of the book Multiplayer Game Programming With Direct X
I think this would be a much greater and more stable module than the old one.
Zaei - I need a HUGE favor from you.
You know that map editor that you had done a while ago (like page 9 where it was a 3d editor.
Well, i need you to donwloas it and change it to use Long for the index and vertex buffer as opposed to Index.
If not maps are limited to a very small size. Just changing the variable sizes from Integer to Long doesnt work (tried it) because u have to set sizes when creating the buffers which i dont know how to do.
Could you do this ASAP ?
Also, i was wondering. I will have a look at it myself, but about having several direct x views so we can have a left, top and perspective view. how far did u get ??
Ill see what I can do... My card only supports 16 bit indices. That gives a max map size of 256x256. If you need more then that, simply tile it (ie, 512x512 == 4 256x256 chunks).
As for the 3 view thing... No, I never got it to work, but I didnt really try =).
Z.
Alright... finally got a memory leak fixed up... Finally got my brain working and remembered that changing the size of a vector invalidates iterators... And when a device object (vbuffer, ibuffer, or texture) is created, it removes itself from the list, changing the size... etc. Anyway, its all fixed up =).
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Zeai, even creating a 256 by 256 map creates an overflow error. If its changed to long i dont have a need to tile it and everything becomes a lot easier!
But then I cant run it. Ill see what I can do for you though.Quote:
Originally posted by PsyVision
Zeai, even creating a 256 by 256 map creates an overflow error. If its changed to long i dont have a need to tile it and everything becomes a lot easier!
Z.
And it overflows because VB sucks, and doesnt allow unsigned values =(.
Z.
What you need to do to change it is modify the IBPts() array to hold Longs. Then, you need to go and change the CreateGeometry() sub to create a 32 bit index buffer (change the D3DFMT_INDEX16 flag to D3DFMT_INDEX32). I think that is it.
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A way to do animated textures popped into my head this morning, so We will have animated textures at some point =).
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Zaei, that fixed it :D Excellent!!
it left a weird artifat tho. ill post a piccy a bit later so u can see what i mean.
Zaei, I you want these pictures in .3ds(3.0) or .max(4.0)
What did you learn about bones?
.3ds, I think =).
Z.
remember I sent you long time ago a blue 'ghost'-looking model with bones doing a salto... that was .max
If you're not sure, I'll send both
And how many polys are ok?
The model in itself has 292 polys.. ok with that?
It's excluded the weapon...
Error:
Its not drawnig all of the terrain. Only half. try doubling the number of polygons you want to render in the call to DrawIndexedPrimitive.
Z.
changed
toCode:
direct3DDevice.DrawIndexedPrimitive D3DPT_TRIANGLELIST, 0, mapSize.X * mapSize.Y, 0, (mapSize.X - 1) * (mapSize.Y - 1) * 2 'NumIndices / 3
No changeCode:
direct3DDevice.DrawIndexedPrimitive D3DPT_TRIANGLELIST, 0, mapSize.X * mapSize.Y * 2, 0, (mapSize.X - 1) * (mapSize.Y - 1) * 2 'NumIndices / 3
Try lowering the terrain size until it draws the whole terrain. It might be a generation problem, due to the conversion from 16->32 bit indices.
Z.
Actually, ignore that. In the call to D3DIndexBuffer8SetData(), change the "* 12" to "* 24" (youll see what I mean when you look at it =). It was only copying half of the data into the buffer.
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And dont double the number of primitives you draw, change it back to the way it was =).
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Excellent work Zaei!!
It will now do a map of upto 512 by 512 although even on my beast of a machine that runs slow.
I think its gonna need some kind of paging. Perhaps if i split it up into say segments of 64x64 and then use frustum culling on it it shud fix it.
I will look into that and having more than 1 direct z view today.
I was writing something, very long and involved, and accidentally pressed the reset button (figures). Anyway, here's what I want to know:
1. Input on an idea: what about random neutral 'towns' and other things like that (map-dependent; could be turned off for some maps, on for others)?
2. I have been working non-stop trying to find an algorithm to create the landscape... I'd like to know what variables you think the user should be able to put in, I'm just fresh out of thought and I think I'll let you guys do the thinking now. :)
I think neutral towns or little settlements of people would be cool. map dependant would be good if we have them.
variables:
roughness, as in, how high, mountainous, smooth rolling hills etc.
then ask for like any sea / rivers to be generated.
Zaei, i got Swap Chains working, two views galore at the moment. will get three going in a tick. then i need to work out how i make it rotate view a and view b etc when i want. at the mo it moves the last view created.
Zaei, at the moment theyre all Perspective views, how do i get them to be orthographical or whatever the word is lol (outta ma head at the mo) for the left,front and top views ??