Where to download back dated DirectX SDKs, I can never find them I'm looking for Dx 8.1 SDK at the moment
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Where do u get them links from cos when ever I search MS always acts as if nothing existed before the current version. And its always you that I get the links from in the end. .
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some ideas:
Collision detection
Vector algebra
linear algebra
complex numbers and quaternions
game dynamics
artificial intelligence
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writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
Yeah they are comming. But Keda. How many questions have you got about complex numbers and quaternions in the game section. I can't remember one question. And AI more or less the same thing. It was that question about path finding a couple ot times, but is it enough to put it in the FAQ (remember what the F are for..)
But collision detection was a good thing. Can't understand that I forgot that....
lol.. is anyone actually making any games here or are the just learning to use DX and opengl.. I can contribute with the collision detection if so needed
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writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
Thats a good one. Dont forget to put next to it tho that you can use D3D with DirectDraw to get the ability .
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Originally posted by kedaman lol.. is anyone actually making any games here or are the just learning to use DX and opengl.. I can contribute with the collision detection if so needed
I am making a game here......A space shooter game in DX8.1......and yes make a big ****ing tutorial on collision detection..
Originally posted by Electroman Thats a good one. Dont forget to put next to it tho that you can use D3D with DirectDraw to get the ability .
Or posting links to the 3-4 threads where there are sollutions to on how to do rotaion on the fly and how to use a ll ready rotated sprite (much faster)...
- Where to start programming games?
I have two simple snake game tutorials at DeveloperKB. They are using Pictureboxes and BiBlt. Might put links to them
lol.. is this going to be a tutorial, or a bunch list of links to sites that have to be mainted once in a while by note
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writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
Maybe you shuld have joined the "light engin thread - that turned out to be a faq discussion thread" a bit earlier, or posted your comments in the thread in the Forum Feedback thread or in this thread, so you can get your oppinions on what to do to make this a good thread. I think that there is a lot of answers that can't be maken by one person. Like the " what to use DX or OGL?" question. And it will have to be uppdated as long as there are getting new releases every year antway. But as you say some of the questions could be better to have a tutorial for, but then again. What about the language. This forum part is for all alnguages, and giving the code in VB or C++ would probably not help everybody with that question. What do you think?
you are absolutely right abuot the language thing, we should keep them abstracted away from DX and OGL, I tend to keep to pure math myself and not to mess with languages, because then you'd have to learn the specific language to understand what i'm trying to say. Therefore i will have collision detection explained in mathematical terms, then perhaps illustrated examples in pseudo code. I will have al look at the other threads..
Use
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
But what do you think about linking to pages that has tutorials and articles about the topics? I have written a couple of starting game programming tutorials on developerkb.com. Do you think they get mad if we link to them?
It will come it will come. Actually he will probably make a tutorial if he has the time that explains it in theory/math. So no matter what language you are using it will work. Me and Manavo started on one VB as an Article at DeveloperKB, but since we are not allowed to post link to that one when it is finished, you have to waith and see if Keda has the time.
Update: I finished a tutorial yesterday on how to move objects using keys last night for VB. It shows two ways to do it. I have only posted it at DeveloperKB right now. But when it is time to wrap up the FAQ here I will post it some where here too, soo we can link to it....
small one and small one.. its a huge topic.. I don't know how would keep it both readable and relatively short at the same time, but I will try when i have time..
Use
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
Good to hear. Just keep it simple......it is most for the ne beginners here. So 3D collison and stuff might be out of the topic...if you ever get to pull this off you will be great. Just tested Manavos collision detection code for circles.......funny, hit each other all the time when they are NEARLY near each other..
so no fancy billyard ball collision then? *walks off*
Use
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
Hehe...I have always thought about that......can't remember that we thought about how that happend in Physics class. If you wrote that Even I had to read it......you are free to do what ever you want. And if you want you can even make it in more then one part. And you can add what ever you want to it later........I am not the one that is desiding here...I just want a FAQ...and I am sooo glad that I am not the only one writing for it, and helping out with questions and answers...
hehe.. cool, I think i will write starting off with the most basic collision detection and then go into special cases, like between different geometric objects, moving objects and perhaps also dealing with collision responses..
Use
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
YEah that would be cool. I have to read abou this. Ar least if you are getting to collision responses. I go most of it at school, but for round objects and stuff I have no idea. Anyway. What ever you put togheter I am happy. And I am going to read it anyway. Nice to see other peoples thoughts about things like that, so I am not getting so narrow sighted...
The game loop tutorial is finished. And NOOO Keda I did not use Sleep.......just waithing for a green flag to post it at DeveloperKB.com and as always it will be uplaoded here too, when we are wrapping up the FAQ.
I'll tidy up my 2D graphics engine and put the source on my site, cos I've lost count of the times I've saw people asking for 2D graphis engines. Me being one of them people before I got off my a*se and did it myself .
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Originally posted by NoteMe BTW I think I still have it on my PC if I am not wrong...
Did I give u a copy? or was that the dll? Just cos its been a closed source project till recently I decided I would publish the source.
Originally posted by NoteMe Yeah that would be nice too. Hope it is commented..
Yeah thats what I'm gonna check, mind I think its pritty well commented to start with.
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Originally posted by Electroman Did I give u a copy? or was that the dll? Just cos its been a closed source project till recently I decided I would publish the source.
Maybe it wasn't yours....but didn't you post a post about "Check out my 2D engine" or something like that way back. Or maybe it was someone elses. Can't remember. Or maybe it was just a simple example of it in use.
THis is one of the reasons why I want a FAQ...in stead of finding all the code on my PC it is easier to just point to a thread or a tutorial...
Originally posted by NoteMe Maybe it wasn't yours....but didn't you post a post about "Check out my 2D engine" or something like that way back. Or maybe it was someone elses. Can't remember. Or maybe it was just a simple example of it in use.
Yeah that seems to sound about right I put a thread a while back but it only had the dll and an example project. I wasn't sure if I'd gave the source to one person tho to see if they could fix one of the probs (this was ages ago so I dont remember too well).
Since that version I fixed a problem with the pixel perfect collision detection, it was a stupid mistake but the thing was it worked most the time just in certian situations I over ran into different memory and VB spat its dumby out .
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Hehe...good you figgured it out....I can't find the code now. But I saw that I had an RPG engine....never tested it. Just downloaded it so if I ever wondered about anything abou it, or someone else was wondering then I could post it...
Originally posted by kedaman hehe.. cool, I think i will write starting off with the most basic collision detection and then go into special cases, like between different geometric objects, moving objects and perhaps also dealing with collision responses..
When we are talking baout collision detection. Have you seen this...pretty clever don't you think...