I remember hearing about that before a while back. I'm having a problem with it though.
I'm running gentoo linux using kdevelop to write my app, and I don't think I have the vector include file. I...
Type: Posts; User: Muphin
I remember hearing about that before a while back. I'm having a problem with it though.
I'm running gentoo linux using kdevelop to write my app, and I don't think I have the vector include file. I...
Hi,
I want to take all my SDL_Surface values and put them into one value with an index for every SDL_Surface I have, so that I can put them through a for loop.
This might be impossible, but I'm...
http://www.andytather.co.uk/Panda/directxmax.aspx
I use that, and it says it supports DX 9, which is the sdk I'm using.
I've tried the pandasoft exporter, and the SDK exporter, but both of them give me the same error.
I created a box, added a gradient texture, then exported it, but when I try to load it in the...
Yeah, I have a header and cpp for direct input just to make it easier, ill post them here
//CInput8.cpp
#include "CInput8.h"
LPDIRECTINPUT lpdi;
LPDIRECTINPUTDEVICE m_keyboard;
Ive got a problem with using keyUp and keyDown.
I want a frame to move when the key is down, but have it stop when the key is released, not when the key is just up.
How do I do this?
Now my compiler says that the identifier pow could not be found.
Drag = 0.5*p*v^2*A*Cd/100;
the nature of this calculation isnt important, but what is important is that when this is compiled, I get an error saying
'^': Illegal, left operand has type...
I was discussing this with a friend who knows a little bit of C++.
He says I should use classes, not structs. I think its a good idea.
One thing he suggested is an accesser function, he says...
How so? all my directX frames need a name of their own. (the frame variable is inside the struct, plus a few values that I need to get.)
Yes, I could do this, but then I'd have to call the function hundreds of times, for every struct I have.
That isnt gonna work, I need cpp #2 to go through every struct that was made in cpp #1 (there will be a lot) and read it's float value. If I extern them, I'd have to manually type in the name of the...
I've tried posting this before, but I wasn't very clear.
I have two cpp files, and two headers.
both the cpp files include the headers of the other cpp files, so every function in each cpp can...
Ugh, this is informative, but confusing. I've learnt that the total force is equal to the mass of the object times acceleration due to gravity (9.81).
So I figure I'd have to give each frame a...
I'm still working on my game engine. I have gravity down, but now I need air resistance so that my objects can reach terminal velocity.
My objects' shapes and sizes will vary, so I want air...
That does it, but brings up more problems.
I'm using the struct not only for variables, but for DirectX frames.
Now in the cpp where I create them, I create more than one of them, and with a...
I defined a struct in a header file.
And now in a cpp file that includes that header, I want to access the struct's values.
These variables were given values in another cpp file that includes...
bump
It looks there like you're setting the weight to 1.1, I dont want that. See I will have many frame structs, with many different weights, so I want it to find the weight variable that I declared in a...
Correct, I just want to be able to access that variable, everything else works fine.
Heres my function
void Phy_Weight(LPDIRECT3DRMFRAME frScene, LPDIRECT3DRMFRAME Camera){
LPDIRECT3DRMFRAMEARRAY SceneArray;
FrameStruct frFrame;
D3DVECTOR vectPos;
D3DVECTOR vectVel;
i know what types they are, floating points.
I made a function in a cpp file that needs to get a float value that is declared and defined in different cpp files and is inside a struct.
It's a directX program I'm making, and I can get the...
GetElement is just a function included with the SDK, I have no idea where to find the code.
And as for the basic physics, I don't won't to go thorugh with anything too complicated, I think just...
I'm trying to make my own basic physics engine, featuring gravity, collision detection, and hopefully some ragdoll. This engine is made in directX 9 in case you didn't notice.
My problem is with...