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| Some recent topics started on our forums | |
| Punch'N'Crunch fun boxing | Punch'n'Crunch is a fun boxing game which was developed in our spare time using C# and Managed DirectX. It offers a choice of 7 different characters, which have their own fighting style. Punch 'n' Crunch - is the first game of this genre, whos... |
| Posted June 23, 2009 3:49:44 PM | |
| Exporting skeleton from Maya | Hi! I have created an exporter plugin for maya which exports the mesh in the binding pos and the skeleton for all frames. The mesh exporter works, but i wasn't able to export the correct matrices for the joints. Has anyone experience with expor... |
| Posted May 4, 2003 6:23:27 AM | |
| AOP and games | Hi Has anyone experience with Aspect Oriented Programming in combination with games? Are there advantages over traditional OOP. Where do you use it and how (patterns, ...) Have fun Bunnz |
| Posted May 23, 2002 9:27:10 AM | |
| Looking for an internship (September 2002) | Hi out there I’m 22 years old and have already some experience in the game industry, made some 2d arcade game prototypes and I’m currently working on a cool game engine called PurpleLib. Information about me can be found at: www.bun... |
| Posted March 13, 2002 8:38:17 AM | |
| Streamed Date in DirectX | Hi In OpenGL there are two ways to store data: Interleaved: Vertex1, Color1, Tex1, Vertex2, Color2, Tex2, ... Streamed: Vertex1, Vertex2, ... Coor1, Color2, ... Tex1, Tex2, ... DirectX uses the FVF which is like interleaved data in Op... |
| Posted January 15, 2002 4:13:29 AM | |
| Function Binding for Objects | Hi out there! Perhaps you know the generic function binding interface from Scott Bilas (book: Game Programming Gems) http://members.aa.net/~scottb/publish/gpgems1_fubi.htm It works fine, but I’m trying to do the same for objects now and... |
| Posted May 4, 2001 11:04:46 AM | |
| SideScroller | I’m working on a real nice SideScroller! (similar to Amigas Silkworm - if someone out ther knows this fantastic game) Two players one heli and one nice looking tank For this I use DirectX and also Direct3D (for 2D) Splines for the movement... |
| Posted April 25, 2000 4:27:20 PM | |
| Alpha channel | Currently I’m working with Adobe Photoshop 5.5! Is there a way to manipulate the alpha channel? I know i can add an output channel, but that’s not exactly what I want! - Cause I want to be able to access the alpha channel (for every lay... |
| Posted April 26, 2000 3:58:01 PM | |
| Alpha blend modes | I’m the lucky owner of a 3dfx Voodoo 3 card! The Voodoo boards have the disadvantage, that they only like textures in 16 bit and not bigger than 256*256! For my 2D Game I want to include clouds and fog, .... My problem: clouds - alpha blend... |
| Posted April 26, 2000 8:11:55 PM | |
| Sidescroller | Like hundreds of other programmers I’m trying to make a game! I’s a sidescroller where two players (one Heli and one tank) should fight their way through nice levels with a lot of enemies! At the moment I’m working on the level des... |
| Posted April 25, 2000 3:46:00 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| What programming language is going to be used in the future of gaming with directx? | C++ will stay the language of choice for professional games. However, C# might be a good alternative for indie games, like Punch'n'Crunch. |
| Posted July 6, 2009 2:08:18 AM | |
| Punch'N'Crunch fun boxing | Thanks, yes you might have seen it in Hagenberg. Kurt hold some animation lectures there. The article/demo game also appeared in AI Game Programming Wisdom 3. That's right;-) Have fun, Bunnz |
| Posted June 24, 2009 9:00:14 AM | |
| Advice for making a 2D side scroller. | I would suggest C# and XNA since it is easier than C++ and you can run it on both the PC and XBOX. |
| Posted June 22, 2009 1:19:54 AM | |
| structure of a simple game | Well, there are many ways to do the same thing with different advantages and disadvantages. Usually it is a good idea to have a class for the things you can give a name, like Player, Level, Camera, Renderer, Enemy, Weapon, GameLogic and so on.... |
| Posted June 15, 2009 2:23:21 PM | |
| Advantage of multiple vertex streams? | According to NVidia and AMD it is a little bit faster to use just on vertex stream containing all the data instead of multiple streams due to better cache locality. However, what exactly do you want to do? |
| Posted June 4, 2009 5:37:08 AM | |
| Which book should I get next? | C++ is rather hard to learn. I would recommend learning C# and XNA. e.g. Microsoft XNA Game Studio 3.0 Unleashed |
| Posted May 15, 2009 1:42:10 AM | |
| New question! "Properity returning a reference?" | Try to make your delegate public: public delegate PlayerContactHandle ... |
| Posted November 6, 2004 8:49:28 AM | |
| Maya Exporters | I had some trouble finding a website myself. ;-) However, the following is quite cool: http://www.robthebloke.org/research/index.htm You can also take a look at the sources of mine, which you can download at www.bunnz.com (the MayaExporter is in... |
| Posted October 11, 2004 4:59:07 AM | |
| What is faster? [x][y] or [y*w+x]? | Well, Rattenhirn is right. However, in the test I run I got following crazy result: // linearmatrix for(int y=0; y<array.GetLength(1); y++) for(int x=0; x<array.GetLength(0); x++) temp = array[x,y]; // matrix for(int x=0; x<... |
| Posted October 8, 2004 6:08:54 AM | |
| 3dsm6 to nebula2 export plugin needed | I'm interested in such a exporter too! Although the format of my engine is a little bit different, most of the core of the plugin should be the same. |
| Posted September 20, 2004 5:42:29 AM | |
| View All Replies Made By This User | |