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    Thanks for the resources Bubba, I'll definitely...

    Thanks for the resources Bubba, I'll definitely be sure to check them all out. A friend of mine happened to have the first book, and for anybody looking to start in on this topic, it was fantastic....
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    First, just to note: switch(1) Will...

    First, just to note:


    switch(1)

    Will always cause "case 1:" to fire. "case 0:" will never execute, nor will "case 2:".

    Say I want to execute the same code for 1, 2, and 3:
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    Thanks Perspective :) And it was a gigantic help....

    Thanks Perspective :) And it was a gigantic help. And seeing the screenshots of your engine definitely pushed me to try and make something just as awesome (which I'm still working towards).

    I've...
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    Thanks :) And thanks for all the tips and help...

    Thanks :)

    And thanks for all the tips and help so far (again). There're enough topics and readings in this thread to keep me busy for a long while.
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    No no no, that won't do (referring to my last...

    No no no, that won't do (referring to my last post)

    I forgot about the index buffer. So, here's my plan:

    - My vertices will stay in the same format they are
    - The quadtree will store the...
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    I believe this is the root of all my "problems"...

    I believe this is the root of all my "problems" right now, and the reason I'm having so much trouble moving forwards. All these LOD, culling, fancy techniques I do all the reading about mentions...
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    Sorry bout the late reply, between school and...

    Sorry bout the late reply, between school and work, I haven't had much free time...

    The sphere's algorithm is an interesting one, I remember coming across it back when I was first searching...
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    Heh, it's just a really long function definition:...

    Heh, it's just a really long function definition:


    void cWindow::Init(char BackgroundPath[50], HINSTANCE *hInstance, unsigned int ClassStyles,
    unsigned long WindowStyles, unsigned int Width,...
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    I just let it go on for as long as it needs....

    I just let it go on for as long as it needs. Shorter lines get their comment at the end of the line. Longer lines get their comments placed above the line.

    Of course, if it's really really...
  10. Thread: Menu function

    by Epo
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    Okie dokes... At first glance, it looks pretty...

    Okie dokes...

    At first glance, it looks pretty solid, but here's some things I noticed which may not solve your problem, but either way, they're things I noticed.

    One thing I noticed is that...
  11. Thread: Menu function

    by Epo
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    What is it doing differently than it should? How...

    What is it doing differently than it should? How do you know there's a problem?

    You say it compiles fine, but you can't figure out what's wrong. You've got to give more info if we're to have any...
  12. Thread: vector resizing

    by Epo
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    As far as I understand though, if you push an...

    As far as I understand though, if you push an element onto a Vector so that is must resize itself, it expand to twice it's current size (double memory usage). For a small amount of items it's okay,...
  13. Thread: Random variables

    by Epo
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    Ah, thanks for pointing that out. I wasn't aware,...

    Ah, thanks for pointing that out. I wasn't aware, but it sure would explain some of the troubles I've run across in the past.

    Here's how to NOT declare an array of modifiable "strings":


    char...
  14. Thread: Random variables

    by Epo
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    It's a huge difference. One's an array of...

    It's a huge difference.

    One's an array of characters.
    The other's an array of pointers to characters.

    An array of characters (in this case of size 2) can hold:


    char array[2] = {'A', 'B'};...
  15. Thread: Random variables

    by Epo
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    Instead of three variables like that, store them...

    Instead of three variables like that, store them in an array:


    char *Adjectives[3];
    Then generate a random integer between 0 and 2 (inclusive), which information can be found on in the FAQ (The...
  16. How about something along the lines of... All...

    How about something along the lines of...

    All music has repetition. Some less than others, some more. Be it a bass line, drum beat, etc. So some sort of midi form where you can tell the difference...
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    If code's your language: bool...

    If code's your language:

    bool cTerrain::CreateTexture()
    {
    IDirect3DTexture9 *Textures[NUM_TEXTURES] = {NULL, NULL, NULL, NULL, NULL};
    float Widths[NUM_TEXTURES] = {0, 0, 0, 0, 0};
    float...
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    Thanks guys :) This is definitely the biggest...

    Thanks guys :)

    This is definitely the biggest programming related achievement of mine yet, and we're definitely pushing forwards. We just got a raw loader working (long overdue), which replaces...
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    Somewhere you have an array, and you're trying to...

    Somewhere you have an array, and you're trying to access an element in a position greater than the array size

    I.e.


    int MyArray[5] = {1, 2, 3, 4, 5};

    int X = MyArray[100];

    That's the...
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    Your main loop is running as quickly as possible....

    Your main loop is running as quickly as possible. For games, you want this loop as efficient and quick as possible in order to keep frame rates up. The faster it loops, the more frames you can render...
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    Terrain Screenshot and Discussion

    Hey folks,

    Just posting a screenshot from the engine me and a buddy are working on. Currently we're tackling terrain generation. I just wanted to say two big thanks to Bubba and Perspective who've...
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    Oh, good call! A fresh set of eyes is always...

    Oh, good call!

    A fresh set of eyes is always handy, thanks for spotting that. The colours are back to good now.

    My sand is coloured like sand, and dito for the rest.

    (And you also solved my...
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    Questioning My RGB Code

    Hullo again,

    I've been trying to come up with code to parse out the Red, Green, and Blue channels from an unsigned long holding a colour.

    I'll post my code then discuss my problem, if you can...
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    Bubba, I don't know how many times you've pulled...

    Bubba, I don't know how many times you've pulled through huge, but thanks again.

    I've added the bilinear filtering, which makes everything so much easier to look at. Along with about a million...
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    That "BIGGIE" definitely did it. I had no idea...

    That "BIGGIE" definitely did it.

    I had no idea that using various coordinates would throw it off that badly. I was using a 128x128 texture and tiling it over and over with:

    ...
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