yothsoggoth's Profile User Rating: -----

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User is offline Jun 17 2015 03:37 PM

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  1. In Topic: DirectX11 Shader issue (DX11, HLSL, C++)

    Posted 5 Apr 2015

    Even though you've already answered your question, this may be useful to point out...

    If I recall correctly, HLSL structures are actually aligned to 16-byte boundaries, and by default MSVC compiler will align data to 4-byte boundaries.

    You can change this behaviour by adding the following to your structs in C++:

    For example:
    __declspec(align(16)) struct FrameData
    	Vector3	SomeVector;
    	float	Time;
    	float	AnotherVar;
    	// ...

    Further reading:
  2. In Topic: Should i migrate to android studio?

    Posted 1 Mar 2015

    If you're hesitant, and you're comfortable with Eclipse, you may as well stay with Eclipse.

    If I were trying to decide I'd just download both and try them and use whichever I prefer.
  3. In Topic: Learning game devlopment - SFML vs. DirectX

    Posted 27 Jan 2015

    View PostVerses, on 26 January 2015 - 12:10 PM, said:

    View Postmodi123_1, on 26 January 2015 - 11:56 AM, said:

    Then I would advocate avoiding the initial pitfall of trying to build a game from scratch and go use an existing engine to get the lay of the land first. I am a fan of Unity.

    Thanks for this (as I think) well-intended advice, but actually building a game from scratch has quite a big appeal with me. Maybe I am bit naive, but I'd really like to develop a game without Unity or similar. Also to train my C++ skills. :scooter:/>

    If you just want to make a game without having to do a hell of a lot of programming, go for something like Unity, as modi123_1 suggested.

    If you do want to write everything from scratch (which is a good way to learn about game programming and rendering etc.) then my recommendation is to go with SFML or SDL first, as they're very easy to get set up and start working with. They also both focus on 2D rendering, which allows you to start learning some of the basics without any knowledge of 3D maths.
    Then, once you've started to make some progress with those, and perhaps made a couple of simple games (or cloned some popular ones like Tetris and Space Invaders), start looking at learning DirectX and/or OpenGL and writing some 3D rendering code, and try making a game with that.
  4. In Topic: Perspective projection

    Posted 27 Jan 2015

    Can you provide some context?

    What are you trying to use perspective projection for?

    Do you already have some code that you're starting with?

    What tools are you using?

    Essentially, 3D projection is the name given to the process of taking some 3D geometry and representing it in 2D (i.e. on the screen, which is flat and 2D). Perspective projection is doing exactly that, in a particular way so that the result represents the geometry in a perspective manner (i.e. things further away appear smaller).

    The standard method of doing this is to take the geometry and transform it with a series of matrices (the exact combination depends on the geometry that you're using).

    Usually this consists of transforming a point from World space to View space (space relative to the eye/camera) using a view matrix, then from View space to Projection space (the 2D space relative to the viewport) using a projection matrix. Then finally, in most cases in 3D graphics this is usually translated to pixel space by mapping the projection space to the pixels (e.g. the buffer for the screen, or texture acting as the render target).

    Often, the vertex will begin in "local" space (relative to the model's own origin), and so must be transformed into World space using a world matrix.

    To be honest, I recommend just searching on Google for this. If you're using any common tools (DirectX, OpenGL, XNA, etc.) you'll find plenty of code and tutorials. Plus, most of the info you'll find will also include good diagrams and more detailed descriptions of how to create each of the different matrices.
  5. In Topic: Problem with mouse input and displaying

    Posted 18 Jan 2015

    Your problem is that you're calling apply_surface(box[index].x, 0, redPiece, screen); within the input function only when the mouse button is pressed.

    You should move it to be called just after you've rendered your background.

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D.I.C Head
22 years old
October 14, 1992
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