Search found 29 matches
- December 17th, 2013, 9:25 pm
- Forum: Everything
- Topic: DirectX Vertices
- Replies: 8
- Views: 3470
Re: DirectX Vertices
I think I'm just misunderstanding the whole concept of 3D space and all that stuff so I'm going to just read up on it and try to figure everything out hopefully. And Lux yes I was trying to do that. I had the Z axis set to 0 for the vertices but I don't think that was giving me the effect I was look...
- December 17th, 2013, 8:31 pm
- Forum: Everything
- Topic: DirectX Vertices
- Replies: 8
- Views: 3470
Re: DirectX Vertices
Alright so say I wanted everything at a 1:1 ratio meaning D3DXVECTOR3(100,100, 100)'s values represented the actual pixels with the origin at top left (0,0). What would I have to set the values to in the camera, field of view, etc to? EDIT: Nevermind I don't know what I'm actually trying to ask, thi...
- December 17th, 2013, 4:57 am
- Forum: Everything
- Topic: DirectX Vertices
- Replies: 8
- Views: 3470
Re: DirectX Vertices
Doing 2D things currently but I figured everything out for the.most part. Actual direct x api is sooooo much different than chilis framework. Thank you for the reply though.
- December 17th, 2013, 12:58 am
- Forum: Everything
- Topic: DirectX Vertices
- Replies: 8
- Views: 3470
DirectX Vertices
How are vertices calculated in DirectX? For example, vertices[0].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f); How do the float values correlate to the actual position of that particular vertex? Like I don't get how those numbers relate to an actual screen position. I'm assuming that those numbers mul...
- December 15th, 2013, 6:47 pm
- Forum: Everything
- Topic: Ball physics, need help
- Replies: 6
- Views: 2633
Re: Ball physics, need help
Isn't elastic collision just where the colliding objects don't lose any of their energy?
- December 15th, 2013, 6:26 pm
- Forum: Everything
- Topic: Ball physics, need help
- Replies: 6
- Views: 2633
Re: Ball physics, need help
Well if you wanted to get really technical with it you could make a set number of pixels relative to a given real life distance (say 50pixels = 1 meter) then you could take into account gravity, air resistance, amount of initial force the ball is moved with, transfer of energy to the walls on collis...
- December 15th, 2013, 5:09 pm
- Forum: Everything
- Topic: Help Needed!!!
- Replies: 7
- Views: 2885
Re: Help Needed!!!
What you should do is make an index of the of all the spaces and have each piece have their own position index and basically do what you did in the tic tac toe lesson. Really all you would have to change is how many indexes there are, how the GetSquare/SetSquare function works, and finally just add ...
- December 15th, 2013, 4:47 pm
- Forum: Everything
- Topic: Help Needed!!!
- Replies: 7
- Views: 2885
Re: Help Needed!!!
You can't switch on conditions. You'd have to put each individual case on a separate case line.
- December 15th, 2013, 12:44 am
- Forum: Everything
- Topic: Intermediate Lesson 17
- Replies: 17
- Views: 6261
Re: Intermediate Lesson 17
^^^^^^^^^^^^^^^albinopapa wrote:@Chili
I believe that you have taught us in such a way that there are a number of members here that have gone on ahead of your teachings because you have explained the basics so well. Keep it up.
- December 14th, 2013, 3:45 am
- Forum: Everything
- Topic: Never forget to put breaks in switches..... -.-
- Replies: 1
- Views: 1200
Never forget to put breaks in switches..... -.-
Just spent an 2-3 hours trying to find out why my sprite would only run to the right even when the left key was pressed... At first I thought it was the functions for changing the value of direction because it was equal to 1(Right) all the time. So messed with that for awhile then I decided to check...