LPVOID = Long Pointer to VOID.
Long (far) pointer declarations are just normal pointers in 32-bit environments. This mattered in win16, when there were far and near pointers. Win32 only has one type of pointer, though.
LPVOID = Long Pointer to VOID.
Long (far) pointer declarations are just normal pointers in 32-bit environments. This mattered in win16, when there were far and near pointers. Win32 only has one type of pointer, though.
Last edited by JasonD; 05-23-2003 at 08:27 AM.
OK thanks
We haven't inherited Earth from our parents; instead we have borrowed her from our children - old Indian saying.
WOW JasonD! You have really cool stuff on your site.
Too bad I can't run most of them, they don't seem to work in XP
You should release some source codes, specially for the Real-Time 3D graphics scenes
We haven't inherited Earth from our parents; instead we have borrowed her from our children - old Indian saying.
Yes, it is unfortunate that I did not learn Windows and DirectX (or OpenGL) programming a long time ago. Some of those programs were made when these topics were far overdue to be learned... It is also unfortunate that windows does not truly support DOS programs. Some of my programs work well on some WinXP machines, and crash horribly on others. I really wish that I had the time to convert them over to win32. But, a lot of the graphics programs are obsolete since it can be done in hardware (you don't actually have to know how it works to make a program that displays it) - so, I guess in that sense, it still neat to have some 'dinosaur' programs that show that I could perform these calculations myself.
I may release source code some time, but it looks horrible, so I'd have to spend quite a lot of time cleaning it up for release, so this is not going to happen anytime soon.
Thanks for your interest!
that chess game is fun.
I think your programs are really cool, mostly because they calculate there own 3D rendering. I am writing my own 3D engine with only a few Win32 functions (not supported by DirectX or OpenGL). I don’t really like these new and simple ways of 3D programming, it makes everything so blinded and dependent. When I make a 3D program I want to know what math and optimizations is behind it all. The part I am currently working on is my texture algorithm so I could really learn from your code. In other words I would really appreciate some actually written 3D source codes, especially those you wrote. I hope you will get time to wirte more and hopefully with Win32 support
We haven't inherited Earth from our parents; instead we have borrowed her from our children - old Indian saying.
Iamien, can you beat it? It's not as tough to beat as commercial programs, so it is kind of fun to play in that regard. But, you still have to be very careful. It's easy to play carelessly against computer programs for some reason... I learned to play chess against an old DOS program called Chess88 by Don Berg. It's pretty fun to play, as well, except that it has numerous errors in its pre-stored opening book.
Aidman, yes, that's what I like about the good old DOS days. It's nice to be able to understand the underlying code that is required, even if you do not have to implement it for today's systems.
yeah Jason, that is some pretty impressive stuff, im right now learning alot of the 3d mathematics, putting points on "3d" planes,etc. .
how does your 3d->2dformula work? whenever you add the Z-value, it looks like you just have the end point on the line line goes so many points to the right.
Plus, you really make me look quite stupid, :P, even being better than 87% of the people in the US isnt quit good right now, but that was taking the ACTs which most people take at age 17, i took at 15.
Last edited by EvBladeRunnervE; 05-26-2003 at 11:26 AM.
EvBladeRunnervE, this is the THRID time replying to your post. The first was evidentally lost due to the server switch, even though it accepted the reply. The second was lost because the new system didn't log me in automatically, and I didn't notice that 'unregistered' was my username. Pressing 'back' from the error screen did NOT save my post. Man, that burns me up.
Anyway, here's a very shorten answer from either of my original two replies (my apologies, but I am out of time):
Xscreen = Xworld / Zworld
Yscreen = Yworld / Zworld
Plot a few pixels, and you'll see that you have to make adjustments for centering the display and for the FOV.
Beating 87% is pretty good. Taking time to learn things on with your own willpower is better than the vast majority, though, which is more important than what any test result shows. So keep it up, and good luck!