• What are you working on? V2
    2,001 replies, posted
  • Avatar of Nev
  • Got texture rotation working like I want. It was being weird and didn't want to rotate around its center. Now it works. Here's a screen.. [IMG]http://i32.tinypic.com/egbo60.png[/IMG] I also got mouse input working. GetCursorPos is being a weirdass, though. It prints out gibberish.
  • Avatar of gparent
  • [QUOTE=jA_cOp;16151432]The [url=http://en.wikipedia.org/wiki/Waterfall_model]waterfall model[/url] is perhaps not the best strategy to teach beginners...[/QUOTE] Do you not realizee that multiple iterations of the "waterfall model" is very similar to the basics of the iterative model presented in UML? Just because somebody mentions designing something before coding it doesn't mean they're doing waterfall.
  • Avatar of Overv
  • Finished the window and control management and added the first real control: Labels. [img]http://i29.tinypic.com/3007ha0.jpg[/img] Note that the physics are a bit confused, because the boxes are bouncing around pretty fast.
  • Avatar of jA_cOp
  • [QUOTE=gparent;16154069]Do you not realizee that multiple iterations of the "waterfall model" is very similar to the basics of the iterative model presented in UML? Just because somebody mentions designing something before coding it doesn't mean they're doing waterfall.[/QUOTE] Well, [QUOTE=Cathbadh;16151336]Once you have [highlight]everything[/highlight] diagrammed out, then you begin building the individual and independent parts and [highlight]perfect[/highlight] each one in turn [highlight]before you begin[/highlight] tying it all together.[/QUOTE] He kinda was.
  • Avatar of Catdaemon
  • [QUOTE=Overv;16154381]Finished the window and control management and added the first real control: Labels. img Note that the physics are a bit confused, because the boxes are bouncing around pretty fast.[/QUOTE] You should add some shadows or something as it looks pretty bland. My skin for my friend's window system has them, looks quite rad. [img]http://img.meteornet.net/uploads/inb852wl/ss.png[/img]
  • Avatar of Sasupoika
  • Added one ship. [img]http://imgkk.com/i/7DUwFhUR.png[/img] Bomber, has more bombs ( more powerful too ). Downside is low firepower.
  • Avatar of gparent
  • [QUOTE=jA_cOp;16154470]Well, He kinda was.[/QUOTE] UML has you diagram everything too. Then you code, fix bugs, and then design other parts of the system at the next iteration. You still have a working product that is theorically perfect after every iteration.
  • Avatar of Overv
  • [QUOTE=Catdaemon;16154545]You should add some shadows or something as it looks pretty bland. My skin for my friend's window system has them, looks quite rad. *picture*[/QUOTE] Ah, that looks pretty good. Well, I'll first look into some performance trouble, then I'll make the windows look fancier. Shouldn't I get an FPS of at least 800 for those boxes in my screenshot on a 8800 GT?
  • Avatar of Jallen
  • [url]http://msdn.microsoft.com/en-us/library/ms858180.aspx[/url] you want the top one - immediate. it's on 0 (default - vsync) by default. [code]d3dpp.PresentInterval = Immediate;[/code] Probably something like that.
  • Avatar of Overv
  • Sorry, I meant without VSync I'm getting an fps of about 200. But Nevec told me I should use transformed textures instead of vertices for the boxes.
  • Avatar of garry
  • Are you batching? You shold use as few DrawPrimitive calls as you can. For example, if all you boxes use the same texture etc, you can draw them all in one go. The D3DXSprite shit does this automatically, but for usability's sake you're probably best off making a vertex buffer class that your drawing functions fill and flush appropriately.
  • Avatar of Nev
  • [QUOTE=garry;16155761]The D3DXSprite shit does this automatically, but for usability's sake you're probably best off making a vertex buffer class that your drawing functions fill and flush appropriately.[/QUOTE] Always filling and flushing the buffer is a lot slower than drawing a scaled blank texture. Though, it's the only way when dealing with multiple different shapes.
  • Avatar of raccoon12
  • [QUOTE=qurl;16152835]Everyone starts off like that. Fuck tutorials, you need a friend to walk you through it. Or a proper teacher. [/QUOTE] I wish I had one that knew DirectX. Anyways, maybe it's too advanced for me. Irrlicht is easier to understand. Maybe once I learn irrlicht pretty well I'll go back to DX
  • Avatar of Overv
  • So, you're saying I should dump all the triangles in a single vertex array and then at the end draw it all using one call like this? [img]http://i30.tinypic.com/nmjm37.png[/img]
  • Avatar of Jallen
  • [QUOTE=raccoon12;16155876]I wish I had one that knew DirectX. Anyways, maybe it's too advanced for me. Irrlicht is easier to understand. Maybe once I learn irrlicht pretty well I'll go back to DX[/QUOTE] Irrlicht will familiarise you with the concepts you will use with Direct3D. So it all helps.
  • Avatar of garry
  • [QUOTE=Nevec;16155862]Always filling and flushing the buffer is a lot slower than drawing a scaled blank texture. Though, it's the only way when dealing with multiple different shapes.[/QUOTE] Well yeah, it isn't batching if you flush it right after adding to it. :rolleyes: [editline]05:29PM[/editline] [QUOTE=Overv;16155930]So, you're saying I should dump all the triangles in a single vertex array and then at the end draw it all using one call like this? [img]http://i30.tinypic.com/nmjm37.png[/img][/QUOTE] Yeah, exactly
  • Avatar of Jallen
  • [QUOTE=Overv;16155930]So, you're saying I should dump all the triangles in a single vertex array and then at the end draw it all using one call like this?[/QUOTE] Didn't you used to have a grid on your sandbox? I liked the grid.
  • Avatar of nos217
  • Wow I missed a lot since I've been in Paris. Everything is looking awesome :).
  • Avatar of Sippeangelo
  • For all you who tries to learn Direct3D, I recommend this book: [img]http://images.amazon.com/images/P/1556229135.01.LZZZZZZZ.jpg[/img] [url]http://www.amazon.com/Introduction-Programming-DirectX-Wordware-Graphics/dp/1556229135/ref=pd_ts_b_7?ie=UTF8&s=books[/url] There may be some gaps if you're not that good at math, though. Combined with [url]www.directxtutorial.com[/url] it's great.
  • Avatar of Jallen
  • [QUOTE=Sippeangelo;16157151]For all you who tries to learn Direct3D, I recommend this book: [img]http://images.amazon.com/images/P/1556229135.01.LZZZZZZZ.jpg[/img] [url]http://www.amazon.com/Introduction-Programming-DirectX-Wordware-Graphics/dp/1556229135/ref=pd_ts_b_7?ie=UTF8&s=books[/url] There may be some gaps if you're not that good at math, though. Combined with [url]www.directxtutorial.com[/url] it's great.[/QUOTE] I second this. The OpenGL 2.1 redbook kicks ass for OpenGL also.
  • Avatar of Robber
  • After a long break (1.5 weeks) I continued work on my tiny prototyping Java rendering "engine". It supports fullscreen mode, windowed mode, automatically chooses between page flipping or double buffering. To use it I only have to implement one interface with 4 methods (preInit, postInit, draw, update). In the preInit and postInit methode I get a little object I can use to add Key-, Mouse- and MouseMotionListeners, setting the resolution/window size, enable/disable fullscreen, set preferred framerate (it's running at a fixed framerate). If I don't set something it uses default values. I'm proud of it. :D
  • Avatar of Overv
  • Holyshit, the FPS went from 200 to 1900 [img]http://sa.tweek.us/emots/images/emot-aaaaa.gif[/img]. Thanks a lot for the suggestion, Garry [img]http://sa.tweek.us/emots/images/biggrin.gif[/img]. [img]http://i27.tinypic.com/ifvnyh.jpg[/img]
  • Avatar of Jallen
  • [QUOTE=lumer0;16159278]Anyone know any good GUI tutorials for c++?[/QUOTE] Uh, it's not as simple as that. [url]http://winprog.org/tutorial/[/url] Or [url]http://www.wxwidgets.org/[/url]
  • Avatar of lumer0
  • [QUOTE=Jallen;16159309]Uh, it's not as simple as that. [url]http://winprog.org/tutorial/[/url] Or [url]http://www.wxwidgets.org/[/url][/QUOTE] Ouch that looks hard.
  • Avatar of Sippeangelo
  • [QUOTE=lumer0;16159359]Ouch that looks hard.[/QUOTE] directxtutorial.com has a chapter in which he explains how it all works. I'd suggest you take a look at that. [url]http://www.directxtutorial.com/Tutorial9/A-Win32/dx9A2.aspx[/url]
  • Avatar of Xeon06
  • [QUOTE=lumer0;16159359]Ouch that looks hard.[/QUOTE] Use managed C++ and .NET then.