[QUOTE=whitespace;18666353]You now are an blind idiot instead of an idiot, congrats.[/QUOTE]
The two aren't mutually exclusive, you are the idiot here.
Oh and browsers render differently. Double idiocy COMBO!
Are you using IE? Thats the problem.
I had to clear Chrome's cache to get the shadows to appear if you're using that.
Those shadows give me headaches, I guess I'm not used to that
Updated my flash game with random details on the walls and shit on top of buildings for decoration. Also got Box2D working for map props.
[img]http://www.robertandsherman.co.uk/images/lewt_ss1.png[/img]
And I added some new gun parts, up to 50,000 different combinations of rifle now.
[url]http://www.robertandsherman.co.uk/flash/gungen/[/url]
If anyone wants to design graffiti that is randomly drawn on buildings to advertise something, feel free to send me it. I need lots of varying decoration to keep it from being repetitive.
Looks like facewound, nice!
[QUOTE=Hypershadsy;18667652]Looks like facewound, nice![/QUOTE]
Don't say that, he might get sued.
:v:
oh no garrysmod looks like hl2 garry will be sued!
[QUOTE=Dryvnt;18668378]oh no garrysmod looks like hl2 garry will be sued![/QUOTE]
:downs:
Anyone else ever have this happen? I was going to post about what I should do for this part of a project I am starting and while posting I thought more about it and came up with what I am going to do. I always seem to come to a conclusion about my problem through just typing it out :P.
[QUOTE=high;18668806]Anyone else ever have this happen? I was going to post about what I should do for this part of a project I am starting and while posting I thought more about it and came up with what I am going to do. I always seem to come to a conclusion about my problem through just typing it out :P.[/QUOTE]
Usually for me I start typing out a brilliant genius idea I just had, then with each new letter I realize more and more how dumb it was.
[img]https://dl.dropbox.com/u/99765/tooltips003.png[/img]
yay text!
why DX?
[QUOTE=efeX;18669344]why DX?[/QUOTE]
Why not?
[QUOTE=Jallen;18669539]Why not?[/QUOTE]
Cross-platform and all that?
[QUOTE=Robert64;18667417]Updated my flash game with random details on the walls and shit on top of buildings for decoration. Also got Box2D working for map props.
[pic]
And I added some new gun parts, up to 50,000 different combinations of rifle now.
[url]http://www.robertandsherman.co.uk/flash/gungen/[/url]
If anyone wants to design graffiti that is randomly drawn on buildings to advertise something, feel free to send me it. I need lots of varying decoration to keep it from being repetitive.[/QUOTE]
I can't access the console with a qwertz-keyboard (german). I tried ^'´ and `.
[QUOTE=efeX;18669344]why DX?[/QUOTE]
More control than sfml.
But I'm guessing you mean why DX over something like OpenGL. I don't know really, It's not exactly hard to switch to something else if I need/want to.
[editline]11:48PM[/editline]
[QUOTE=raBBish;18669713]Cross-platform and all that?[/QUOTE]
Not really a problem for me at the moment. I'm just making stuff for fun, don't really care about other platforms.
What book should I read to learn DirectX?
[QUOTE=databee;18670448]Not really a problem for me at the moment. I'm just making stuff for fun, don't really care about other platforms.[/QUOTE]
Should've realized that, since that's what I do too :niggly:
[quote=raccoon12;18670620]what book should i read to learn directx?[/quote]
tfm
[QUOTE=databee;18670448]More control than sfml.
But I'm guessing you mean why DX over something like OpenGL. I don't know really, It's not exactly hard to switch to something else if I need/want to.[/QUOTE]
I haven't done much work with 3D at this point, but honestly I don't see why someone would choose DirectX over openGL. At this point they run at comparable speeds, and the end-results are about the same. From what I've seen, the APIs are extremely similar, so if a cross-platform option is available, why shouldn't you use it?
What are everyone else's thoughts?
What is the point if he is only coding it for windows? I mean why use OpenGL if your program is never going to leave windows? I never understand why people say cross platform is so much better when your program isn't going to be.
[QUOTE=high;18673333]What is the point if he is only coding it for windows? I mean why use OpenGL if your program is never going to leave windows? I never understand why people say cross platform is so much better when your program isn't going to be.[/QUOTE]
While it may seem OK to say "It'll never leave windows", it could cause large problem if the underlying architecture of the OS changes. Such as from XP to Vista. There is a reason some games just won't work on another version of windows. Keeping your applications as platform agnsotic as possible allows it to work in the future. :)
[QUOTE=high;18673333]What is the point if he is only coding it for windows? I mean why use OpenGL if your program is never going to leave windows? I never understand why people say cross platform is so much better when your program isn't going to be.[/QUOTE]
I see where you're coming from, but even if your program will never run on anything other than Windows, I would think it would be best to have experience in a platform independent API so that you aren't left with deprecated skills as technology evolves. DirectX 10 for example made a lot of older programs incompatible, even within their native operating system.
Of course, I've never tried DirectX myself, so I'll stop talking before I start an argument.
[QUOTE=Shanethe13;18672876]From what I've seen, the APIs are extremely similar[/QUOTE]
So you haven't looked at the APIs at all? DirectX is very "Microsoft"(Capslock and pretty pointless typedefs), OpenGL is C.
[QUOTE=Shanethe13;18673894]DirectX 10 for example made a lot of older programs incompatible, even within their native operating system.[/QUOTE]
D3D10 drops the FFP. This has nothing to do with cross-platform-ness because new versions of GL also drop the FFP.
[QUOTE=Xera;18673922]So you haven't looked at the APIs at all? DirectX is very "Microsoft"(Capslock and pretty pointless typedefs), OpenGL is C.[/QUOTE]
I meant functionally similar, not the coding itself.
[QUOTE=nullsquared;18673936]D3D10 drops the FFP. This has nothing to do with cross-platform-ness because new versions of GL also drop the FFP.[/QUOTE]
Just researched more into what I said and didn't realize it applied to both APIs, thanks for letting me know.
[QUOTE=Shanethe13;18672876]I haven't done much work with 3D at this point, but honestly I don't see why someone would choose DirectX over openGL. At this point they run at comparable speeds, and the end-results are about the same. From what I've seen, the APIs are extremely similar, so if a cross-platform option is available, why shouldn't you use it?
What are everyone else's thoughts?[/QUOTE]
Well at this stage I'm not developing anything serious, I'm just making fun stuff so it doesn't really bother me which library is better. There's no specific reason why I chose DirectX, it's just what I'm currently learning. OpenGL will probably be next.
I'm just trying to learn everything possible so when I do start on a serious game project I'll know which libraries are good/bad.
[QUOTE=databee;18674619]I'm just trying to learn everything possible so when I do start on a serious game project I'll know which libraries are good/bad.[/QUOTE]
Ah okay, that's a good way of going about it. I guess I'm a bit biased since I run Linux and couldn't use DirectX if I wanted to.
I just merged the experimental branch with the master branch for the build system. While it's not completely stable (There are a mess of API calls and whatnot that are not used/ basic bloat where there could be optimizations), it works, and decently. blankthemuffin asked for a copying non compilable files feature, so I've half implemented it. All you'll have to do is point your project file to the location of your content directories (which are hopefully already layed out), and just add a directory, like so
[code]
content = Content()
content.add('MyStuff')
x = MinGW('Project Name')
# Do your shit here
x.require(content)
x.run()
[/code]
So before compiling your project, it'll copy everything to the proper directory (sort of it's semi broken right now ">_>)
Anyways. I'll be starting to write the documentation so anyone could just pick up the system, and not have to dig into an API you might not understand ;) (Although it's pretty damn simple, there are just some specific ways to do things).
High6 mentioned possibly making my own thread for this, but I'm not so sure :X
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