Search found 721 matches
- January 13th, 2014, 2:42 am
- Forum: Everything
- Topic: IDirect3DDevice9
- Replies: 8
- Views: 3218
Re: IDirect3DDevice9
here is my engine, i thinks its all good All i did in Graphics class was make the Device pointer public; class Engine { private: TPlayer* Player; TEnemy* CurrEnemy; TMap* Map; LPDEVICE9 pd3dDevice; LPSPRITE pDrawSprite; ID3DXLine* pDrawLine; TEnemyList* pEnemyList; kbd keyboard; bool IsCtrlKeyDown; ...
- January 13th, 2014, 2:00 am
- Forum: Everything
- Topic: IDirect3DDevice9
- Replies: 8
- Views: 3218
IDirect3DDevice9
Hmm, So I had made the (IDirect3DDevice9) pDevice pointer public in the Graphics class but when i pass it to my Engine to create objects with, it doesn't create any objects. I have called the Engine inside of the Game class then pass the now public data gfx.pDevice to the Engine constructor which se...
- January 9th, 2014, 12:49 am
- Forum: Everything
- Topic: 3D Objects' Rotation: Help Needed[Solved]
- Replies: 11
- Views: 4603
Re: 3D Objects' Rotation: Help Needed
LOl ya sorry bout that. I created an struct to use with this which isn't shown, but this is how i get the plane of the terrain face the object is on GAME_OBJECT_MOVEMENT_DATA TTerrain::GetPlane(VEC3 inPos) { GAME_OBJECT_MOVEMENT_DATA data; data.Intersected = false; data.Pitch = data.Roll = data.Yaw ...
- January 8th, 2014, 9:46 pm
- Forum: Everything
- Topic: 3D Objects' Rotation: Help Needed[Solved]
- Replies: 11
- Views: 4603
Re: 3D Objects' Rotation: Help Needed
I get that, but you'd still need to find the angle between the two Vectors. I find my functions just does all this in radians, so all is well. I have a question though, maybe you can help. Hmm to explain this lol. For terrain following I do a ray pick into the terrain directly under the object, get ...
- January 8th, 2014, 8:12 pm
- Forum: Everything
- Topic: 3D Objects' Rotation: Help Needed[Solved]
- Replies: 11
- Views: 4603
Re: 3D Objects' Rotation: Help Needed
You need to get Yaw and Pitch ect in Radians, here are a couple functions i created to get yaw and Pitch, roll is a little harder .. hope this helps with your rotations .. static float GetPitchAToB(D3DXVECTOR3 inFrom,D3DXVECTOR3 inTo) { D3DXVECTOR3 v; v.x = inFrom.x - inTo.x; v.y = inFrom.y - inTo.y...
- January 5th, 2014, 6:15 pm
- Forum: Everything
- Topic: Clean code
- Replies: 7
- Views: 3438
Re: Clean code
programs basically boil down to " is it, or is it not", so you need to write functions or conditions to test this. There really is no other way. Just as binary is either 0 or 1.. it's on or its off. Unless you can come up with some crafty way of determining this, you're stuck with if's or switches e...
- January 3rd, 2014, 3:11 am
- Forum: Everything
- Topic: A little error with .wav files
- Replies: 2
- Views: 1420
Re: A little error with .wav files
This may help, the .exe and the wav files must be in the same folder when you run the game outside of the IDE. I think this is what you are experiencing ?
- December 31st, 2013, 10:11 pm
- Forum: Everything
- Topic: Chili's Funtime Physics Simulation
- Replies: 14
- Views: 6558
Re: Chili's Funtime Physics Simulation
Wicked !. Think i might play with that and see what i can come up with. Am a bit in awe of this. hmm wonder if ya can put textures (surfaces) on the squares. I might try that.
- December 17th, 2013, 6:42 pm
- Forum: Everything
- Topic: DirectX Vertices
- Replies: 8
- Views: 3470
Re: DirectX Vertices
You can use Vectors in 2D. You can have a D3DVECTOR2 which is x and y. You can do neat things with vectors such as eg: D3DVECTOR2 pos = D3DVECTOR2(10.0f,10.0f) then you can get a Velocity Vectors such as D3DVECTOR2 vel = D3DVECTOR2(-0.5f,0.0f). You can then go, pos += vel *speed and it will move alo...
- December 17th, 2013, 5:36 am
- Forum: Everything
- Topic: Linked Lists, thanks
- Replies: 3
- Views: 2047
Re: Linked Lists, thanks
Hi there GreatJake, I appreciate you find it a useful tool , thanks. I made this application with Borland C++ Builder. I use Visual C++ for my Direct3D work.