[IDE] Particle Engine
So this topic is boring? Fuck off then -_-''ADDKiD wrote: You know how to make a boring topic very well.. Get your ass on msn...
I got on MSN and you weren't there either..

<!--QuoteBegin-crazymnig88+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crazymnig88)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->by notepad??? it didn't show any code, just show words wif no mean<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd--><br><!--QuoteBegin-charlie+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (charlie)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->he'll probably save it as 600pagebook.bmp<br><br>400gb file plzkthnx<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd-->
Interesting go for it.

QUOTE (ADDKiD @ Dec 1 2006, 4:01 PM) <br>You guys make me laugh alot, half the shit I say, is bullshit...<br><br><img src='http://img485.imageshack.us/img485/492/banssig1ng.gif' border='0' alt='user posted image' /><br><br><b>I see no changes at all, wake up in the morning and ask myself...<br>Is life worth living? Should I blast myself?</b><br><br><b><a href='http://2paclegacy.com' target='_blank'>2PacLegacy.com</a></b>
LOL ADDKiD, YOU SAY TO HIM THAT GET ON MSN??? YOUR NEVER ON!!!ADDKiD wrote: You know how to make a boring topic very well.. Get your ass on msn...
and fuck off if its boring to you, Orkl is doing a great job!
Go on Orkl!!
<span style='color:blue'><span style='font-size:19pt;line-height:100%'><u><b>FUCK Helbreath!</b></u></span></span><br><br><span style='color:gray'><a href='http://www2.analystica.com/users/anttu/online/ngd' target='_blank'>ngdnetwork</a> OFFICIAL WEBSITE OF Northern Game Developers. Do visit! (THEY ARE UP!)<br><a href='http://project3d.x.am' target='_blank'>Project3d development forum</a> plz join and discuss,develop,give ideas,feedback. Anything goes as long it helps the project!</span><br><br>Zepto Znote 6625WD: 1.8Ghz dual core, 2GB, 512mb graphics card(dedicated), 160GB HDD<br><img src='http://www.signaturebar.com/uploads/images/10111.jpg' border='0' alt='user posted image' /><br><img src='http://www.signaturebar.com/uploads/images/13229.jpg' border='0' alt='user posted image' /><br><img src='http://www.signaturebar.com/uploads/images/8852.png' border='0' alt='user posted image' />
Next we're going to do an implementation of Particle.h
---
IN Particle.cpp::
There you have it, our implementation of Particle.h
Next time - Implementation of ParticleSystem
THEN - Implementing it into the Helbreath Engine
Stay tuned
---
IN Particle.cpp::
Code: Select all
//--------------------------------------------------------------------------
//
// File: Particle.cpp
//
// Contents: Implementation of Particle.h
//
// To do: N/A at this time
//
// Note: READ THE FUCKING COMMENTS :D
//
// Created By: Orkl
//---------------------------------------------------------------------------
#include "D3DApp.h" //Include our D3D shit
#include "D3DUtil.h"
#include "Particle.h"
#include "ParticleSystem.h"
//Define it at standard gravity (9.8m/s/s) for now
#define GRAVITY D3DVECTOR(0.0f, -9.8f, 0.0f)
Particle::Particle()
{
// note to self: should use newer version of parameter initialisation
m_fAge = 0.0f;
m_fSize = 1.0f;
m_d3dcColor.r = 1.0f;
m_d3dcColor.g = 0.0f;
m_d3dcColor.b = 0.0f;
m_d3dcColor.a = 0.5f;
}
Particle::~Particle()
{
// nothing to do in here
}
//-----------------------------------------------------------------------------
//
// Particle::Update
//
// What it does: Updates the particle with passed in time delta.
// If particle dies, false returned
//
//-----------------------------------------------------------------------------
bool Particle::Update( float fTimeDelta )
{
// Some systems can have particles with no lifetime, so they have
// to collide with terrain or stay constantly alive if fixed particles are
// defined
if ( m_fAge + fTimeDelta >= m_fLifetime )
{
m_fAge = -1.0f;
return FALSE;
}
else
{
// all particles age, increase time
m_fAge += fTimeDelta;
// current location = previous location next iteration
m_d3dvPrevLocation = m_d3dvLocation;
// move particle with last known velocity and time passed
// (delta)
m_d3dvLocation += m_d3dvVelocity * fTimeDelta;
// allow collision - this should be per particle, but cbf
// this will snap any particle below ground, to ground level
if ( m_pParent->IsColliding() )
{
if ( m_d3dvLocation.y < -25.0f )
{
// if they are moving at a fast rate, deflect
// vertically
if ( m_d3dvVelocity.y > -5.0f ) // -5.0f <= velocity.y <= 0.0f
{
m_d3dvLocation.y = -25.0f;
m_d3dvVelocity.y = 0.0f;
}
// else, rest on ground
else
{
m_d3dvLocation.y = m_d3dvPrevLocation.y;
m_d3dvVelocity.y = -m_d3dvVelocity.y*0.5f;
}
}
}
// gravity is hardcoded above, can be made a vector to
// to simulate "wind"
m_d3dvVelocity += ( GRAVITY * m_fGravity * fTimeDelta );
// if parent supports attractive
if ( m_pParent->IsAttractive() )
{
D3DVECTOR AttractLocation;
// Find parent to track it
m_pParent->GetLocation(AttractLocation);
// Can be points in space, makes cool effects,
// commented for now
//AttractLocation = D3DVECTOR(50,50,50);
// calc vector between particle and attractor
D3DVECTOR AttractDir = AttractLocation - m_d3dvLocation;
// can turn off attraction for certain axes
// AttractDir.y = 0; etc. etc.
// note to self: not accurate gravitation - look in your
// physics book later
m_d3dvVelocity += Normalize(AttractDir) * 25.0f * fTimeDelta;
}
// adjust colour from deltas and time elapsed
m_d3dcColor.r += m_d3dcColorDelta.r * fTimeDelta;
m_d3dcColor.g += m_d3dcColorDelta.g * fTimeDelta;
m_d3dcColor.b += m_d3dcColorDelta.b * fTimeDelta;
// adjust alpha
m_fAlpha += m_fAlphaDelta * fTimeDelta;
// adjust size
m_fSize += m_fSizeDelta * fTimeDelta;
// adjust gravity
m_fGravity += m_fGravityDelta * fTimeDelta;
}
// if we got this far, everything is probably cool
return TRUE;
}
Next time - Implementation of ParticleSystem
THEN - Implementing it into the Helbreath Engine
Stay tuned

<!--QuoteBegin-crazymnig88+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crazymnig88)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->by notepad??? it didn't show any code, just show words wif no mean<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd--><br><!--QuoteBegin-charlie+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (charlie)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->he'll probably save it as 600pagebook.bmp<br><br>400gb file plzkthnx<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd-->
Good. When u post em ill add em to Snippets section ^_^Orkl wrote: Post reserved mother fuckers..
Posting more code soons![]()
<span style='color:blue'><span style='font-size:19pt;line-height:100%'><u><b>FUCK Helbreath!</b></u></span></span><br><br><span style='color:gray'><a href='http://www2.analystica.com/users/anttu/online/ngd' target='_blank'>ngdnetwork</a> OFFICIAL WEBSITE OF Northern Game Developers. Do visit! (THEY ARE UP!)<br><a href='http://project3d.x.am' target='_blank'>Project3d development forum</a> plz join and discuss,develop,give ideas,feedback. Anything goes as long it helps the project!</span><br><br>Zepto Znote 6625WD: 1.8Ghz dual core, 2GB, 512mb graphics card(dedicated), 160GB HDD<br><img src='http://www.signaturebar.com/uploads/images/10111.jpg' border='0' alt='user posted image' /><br><img src='http://www.signaturebar.com/uploads/images/13229.jpg' border='0' alt='user posted image' /><br><img src='http://www.signaturebar.com/uploads/images/8852.png' border='0' alt='user posted image' />
Kk time to implement the ParticleSystem
Here goes:
IN ParticleSystem.cpp::
KK its 3:00am and I'm tired (plus the post is pretty fucking big.. so absorb this one)... Going to bed and will add code more in morning.
Here goes:
IN ParticleSystem.cpp::
Code: Select all
//--------------------------------------------------------------------------
//
// File: ParticleSystem.cpp
//
// Contents: Implementation of ParticleSystem.h
//
// To do: N/A at this time
//
// Note: Smiley-Face :)
//
// Created By: Orkl
//---------------------------------------------------------------------------
#include "ParticleSystem.h" //No point of this file without the header for it
#include "D3DApp.h" //D3D shit we need
#include "D3DTextr.h" //...
#include "D3DUtil.h" //...
#include "D3DMath.h" //...
//------------------------------------------
ParticleSystem::ParticleSystem()
{
//the new C++ init methods are faster, but meh..
m_fAge = 0.0f;
m_fTimeLastUpdate = 0.0f;
m_fEmissionResidue = 0.0f;
m_d3dvDirection = D3DVECTOR(0,1,0);
//we have prev location, set to current location, or can cause fucked data in first update
m_d3dvLocation = m_d3dvPrevLocation = D3DVECTOR( 0.0f, 0.0f, 0.0f);
//init the vertices of mesh to acceptable values
// D3DVECTOR(-1.0f,-1.0f, 0.0f ) is location of vertex in local space
// 0x40ffffff is the D3DCOLOR value. doesn't matter, we recalc it every frame anyway
// 0xaarrggbb..
// this is white with 0.25 opacity (0x40/0xff) = 64/255 ~= 0.25
// 0 is specular value (not using it)
// 0.0f, 1.0f are UV coordinates for the vertex. basically it tells renderer how to map the texture onto triangles that are rendered
m_Mesh[0] = D3DLVERTEX( D3DVECTOR(-1.0f,-1.0f, 0.0f ), 0x40ffffff, 0, 0.0f, 1.0f );
m_Mesh[1] = D3DLVERTEX( D3DVECTOR(-1.0f, 1.0f, 0.0f ), 0x40ffffff, 0, 0.0f, 0.0f );
m_Mesh[2] = D3DLVERTEX( D3DVECTOR( 1.0f,-1.0f, 0.0f ), 0x40ffffff, 0, 1.0f, 1.0f );
m_Mesh[3] = D3DLVERTEX( D3DVECTOR( 1.0f, 1.0f, 0.0f ), 0x40ffffff, 0, 1.0f, 0.0f );
}
//------------------------------------------
ParticleSystem::~ParticleSystem()
{
// dont need anything here
}
//------------------------------------------
// ParticleSystem::Update
//
// Will always return true for this, but are reasons why you may want // it to return false, I wont go into them...
//------------------------------------------
bool ParticleSystem::Update(float fTime)
{
//fTime is absolute time. we need to calculate relative time
//displacement or delta that has elapsed
float fTimeDelta = fTime - m_fTimeLastUpdate;
m_fTimeLastUpdate = fTime;
// test out a moving particle system
if (m_bIsMoving)
{
static float fThetaHoriz = 0.0f;
static float fThetaVert = 180.0f;
fThetaHoriz += 50.0f * fTimeDelta;
fThetaVert += 30.0f * fTimeDelta;
if ( fThetaHoriz > 359.0f )
fThetaHoriz = 0.0f;
if ( fThetaVert > 359.0f )
fThetaVert = 0.0f;
m_d3dvLocation.x = 30.0f * (float)cos( fThetaHoriz * 0.01745f );
m_d3dvLocation.y = 50.0f + 30.0f * (float)sin( fThetaVert * 0.01745f );
m_d3dvLocation.z = 30.0f * (float)sin( fThetaHoriz * 0.01745f );
}
else
{
// this will reset every frae, and will reset to the origin if its
// not moving
m_d3dvLocation.x = 0.0f;
m_d3dvLocation.y = 10.0f;
m_d3dvLocation.z = 0.0f;
}
// clear counter before counting (else it'd be useless)
m_uParticlesAlive = 0;
// update all particles that system owns
for ( int i=0; i<MAX_PARTICLES; i++ )
{
if (m_rParticles[i].m_fAge >= 0.0f )
if ( m_rParticles[i].Update( fTimeDelta )) // update function will return FALSE if particle died
m_uParticlesAlive++;
}
// calc how many particles to create taking into consideration time elapsed and emissionresidue from last frame
float fParticlesNeeded = m_uParticlesPerSec * fTimeDelta + m_fEmissionResidue;
// see how many particles really need to be created
unsigned int uParticlesCreated = (unsigned int)fParticlesNeeded;
if ( !m_bIsSuppressed )
{
// difference between what we wanted to create and how many we created.
m_fEmissionResidue = fParticlesNeeded - uParticlesCreated;
}
else
{
m_fEmissionResidue = fParticlesNeeded;
uParticlesCreated = 0;
}
// see if there are actually any to create
if ( uParticlesCreated > 0 )
{
// loop through all particles to see if any available
for ( i=0; i<MAX_PARTICLES; i++ )
{
// if enough particles are created, this will be 0 and can
// skip the rest
// (could also keep list of free and used particles) if ( !uParticlesCreated )
break;
// if age is -1.0f then particle not in use
if ( m_rParticles[i].m_fAge < 0.0f )
{
// New particle so it's age is 0.0f
m_rParticles[i].m_fAge = 0.0f;
m_rParticles[i].m_fLifetime = m_fLife + RANDOM_NUM * m_fLifeVar;
Clamp( m_rParticles[i].m_fLifetime, MIN_LIFETIME, MAX_LIFETIME );
// start colour is going to be the systems startcolour + the systems colour variation
m_rParticles[i].m_d3dcColor.r = m_d3dcColorStart.r + RANDOM_NUM * m_d3dcColorVar.r;
m_rParticles[i].m_d3dcColor.g = m_d3dcColorStart.g + RANDOM_NUM * m_d3dcColorVar.g;
m_rParticles[i].m_d3dcColor.b = m_d3dcColorStart.b + RANDOM_NUM * m_d3dcColorVar.b;
// dont use the alpha value of the color here
m_rParticles[i].m_d3dcColor.a = 1.0f;
// colour may overflow due to variation, stop that
Clamp( m_rParticles[i].m_d3dcColor.r, 0.0f, 1.0f );
Clamp( m_rParticles[i].m_d3dcColor.g, 0.0f, 1.0f );
Clamp( m_rParticles[i].m_d3dcColor.b, 0.0f, 1.0f );
// calc a delta so that when the particle dies, it will have reached its colorend
m_rParticles[i].m_d3dcColorDelta.r = (m_d3dcColorEnd.r - m_rParticles[i].m_d3dcColor.r) / m_rParticles[i].m_fLifetime;
m_rParticles[i].m_d3dcColorDelta.g = (m_d3dcColorEnd.g - m_rParticles[i].m_d3dcColor.g) / m_rParticles[i].m_fLifetime;
m_rParticles[i].m_d3dcColorDelta.b = (m_d3dcColorEnd.b - m_rParticles[i].m_d3dcColor.b) / m_rParticles[i].m_fLifetime;
// calc alphra from system alphastart and alphavar
m_rParticles[i].m_fAlpha = m_fAlphaStart + RANDOM_NUM * m_fAlphaVar;
// clamp any overflow
Clamp( m_rParticles[i].m_fAlpha, MIN_ALPHA, MAX_ALPHA );
// calc a delta so that when the particle dies, it will have reached its alphaend
m_rParticles[i].m_fAlphaDelta = (m_fAlphaEnd - m_rParticles[i].m_fAlpha) / m_rParticles[i].m_fLifetime;
m_rParticles[i].m_fSize = m_fSizeStart + RANDOM_NUM * m_fSizeVar;
Clamp( m_rParticles[i].m_fSize, MIN_SIZE, MAX_SIZE );
m_rParticles[i].m_fSizeDelta = (m_fSizeEnd - m_rParticles[i].m_fSize) / m_rParticles[i].m_fLifetime;
m_rParticles[i].m_fGravity = m_fGravityStart*9.8f + RANDOM_NUM * m_fGravityVar*9.8f;
// lots of repetitive calculation ( * 9.8f ), but it keeps the meaning of m_fgravity clear
// its a percentage of normal gravity
Clamp( m_rParticles[i].m_fGravity, MIN_GRAVITY*9.8f, MAX_GRAVITY*9.8f );
m_rParticles[i].m_fGravityDelta = ( m_fGravityEnd*9.8f - m_rParticles[i].m_fGravity ) / m_rParticles[i].m_fLifetime;
// calc velocity particle would have to have travelled to move from prevlocation to location in delta secs
// then calc points in path by passing different time deltas (note random_num * ftimedelta)
D3DVECTOR tempVelocity = (m_d3dvLocation - m_d3dvPrevLocation)/fTimeDelta;
// emit particles from a location between the last known location and the current location
m_rParticles[i].m_d3dvLocation = m_d3dvPrevLocation + tempVelocity * RANDOM_NUM * fTimeDelta;
// simple way of randomisation
// can also emit from a source primitive e.g.
/*
m_rParticles[i].m_d3dvLocation.x += 2.0f - RANDOM_NUM * 4.0f;
m_rParticles[i].m_d3dvLocation.y += 2.0f - RANDOM_NUM * 4.0f;
m_rParticles[i].m_d3dvLocation.z += 2.0f - RANDOM_NUM * 4.0f;
*/
// update previous location so the next update we can remember where we were
m_rParticles[i].m_d3dvPrevLocation = m_d3dvLocation;
//emitter has a diection, code below adds some randomness to direction so that just a line of particles isn't emitted.
//at the moment it assumes a randomness of 360deg in yaw direction. Will amend code later to allow this to be
//modified separately from the pitch. normally define PI 3.14159 and use a DEG_2_RAD macro.. but I haven't yet.
float RandomYaw = RANDOM_NUM * 3.14159f * 2.0f;
float RandomPitch = RANDOM_NUM * m_fTheta * 3.14159f / 180.0f;
//use spherical coordinates to randomise direction of particle (velocity vector)
m_rParticles[i].m_d3dvVelocity.y = cosf( RandomPitch );
m_rParticles[i].m_d3dvVelocity.x = sinf(RandomPitch) * cosf(RandomYaw);
m_rParticles[i].m_d3dvVelocity.z = sinf(RandomPitch) * sinf(RandomYaw);
//at the moment, velocity is just direction vector, and needs to be multiplied by speed to be true velocity
float fNewSpeed = m_fSpeed + RANDOM_NUM * m_fSpeedVar;
Clamp( fNewSpeed, MIN_SPEED, MAX_SPEED );
// D3D knows how to multiply vectors by scalars (fucking smartass microsoft :D)
m_rParticles[i].m_d3dvVelocity *= fNewSpeed;
// who's yo daddy particle?
m_rParticles[i].SetParent(this);
// decrement number of needed particles
uParticlesCreated--;
}
}
}
///set prevlocation to current location so next frame we know where we were
m_d3dvPrevLocation = m_d3dvLocation;
return TRUE;
}
//------------------------------------------
// ParticleSystem::Draw
//
// render all active particles as billboards! *yay*
//------------------------------------------
void ParticleSystem::Draw(LPDIRECT3DDEVICE7 lpd3dDevice)
{
// as the function says.. load the fkn texture.
LoadCurrentTexture(lpd3dDevice);
// render!
for( DWORD i=0; i<MAX_PARTICLES; i++ )
{
// if particle is alive, its age wont be zero
if ( m_rParticles[i].m_fAge >= 0.0f )
{
// set mesh colour to current particles RGBA value
m_Mesh[0].color =
m_Mesh[1].color =
m_Mesh[2].color =
m_Mesh[3].color = D3DRGBA( m_rParticles[i].m_d3dcColor.r,
m_rParticles[i].m_d3dcColor.g,
m_rParticles[i].m_d3dcColor.b,
m_rParticles[i].m_fAlpha);
D3DMATRIX ViewMatrix;
// makes sure we have a clean matrix before doing stuff with it
D3DUtil_SetIdentityMatrix( ViewMatrix );
// get viewmatrix from d3d
lpd3dDevice->GetTransform( D3DTRANSFORMSTATE_VIEW, &ViewMatrix );
D3DMATRIX InvViewMatrix;
D3DUtil_SetIdentityMatrix( InvViewMatrix );
// get inverse of viewmatrix
D3DMath_MatrixInvert( InvViewMatrix, ViewMatrix );
// set translation portion of the InvViewMatrix to location of the particles in world space
InvViewMatrix._41 = m_rParticles[i].m_d3dvLocation.x;
InvViewMatrix._42 = m_rParticles[i].m_d3dvLocation.y;
InvViewMatrix._43 = m_rParticles[i].m_d3dvLocation.z;
// set scale of particles in local space so when transformed they are correct size
m_Mesh[0].dvX = -m_rParticles[i].m_fSize;
m_Mesh[0].dvY = -m_rParticles[i].m_fSize;
m_Mesh[1].dvX = -m_rParticles[i].m_fSize;
m_Mesh[1].dvY = m_rParticles[i].m_fSize;
m_Mesh[2].dvX = m_rParticles[i].m_fSize;
m_Mesh[2].dvY = -m_rParticles[i].m_fSize;
m_Mesh[3].dvX = m_rParticles[i].m_fSize;
m_Mesh[3].dvY = m_rParticles[i].m_fSize;
// set new world transform and render particle
lpd3dDevice->SetTransform( D3DTRANSFORMSTATE_WORLD, &InvViewMatrix );
// Note: should get all polygons in array and then pass as trianglelist, but cbf
lpd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, D3DFVF_LVERTEX, m_Mesh, 4, 0 );
}
}
}
<!--QuoteBegin-crazymnig88+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crazymnig88)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->by notepad??? it didn't show any code, just show words wif no mean<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd--><br><!--QuoteBegin-charlie+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (charlie)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->he'll probably save it as 600pagebook.bmp<br><br>400gb file plzkthnx<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd-->
ADDKiD !!!!!!ADDKiD wrote: I'm saying... That its a boring post, so noodles will stay away.. I'll have to give this a try. Wanna work with DX9?I'll have to talk to you more.. Orkl, you have some crazy ideas..
OMG
TOO LATE MAN...
he has allready made allmost the whole system in dx7 and now you say that you wanna work with dx9...
btw since when have you been able to code C++??? :huh:
<span style='color:blue'><span style='font-size:19pt;line-height:100%'><u><b>FUCK Helbreath!</b></u></span></span><br><br><span style='color:gray'><a href='http://www2.analystica.com/users/anttu/online/ngd' target='_blank'>ngdnetwork</a> OFFICIAL WEBSITE OF Northern Game Developers. Do visit! (THEY ARE UP!)<br><a href='http://project3d.x.am' target='_blank'>Project3d development forum</a> plz join and discuss,develop,give ideas,feedback. Anything goes as long it helps the project!</span><br><br>Zepto Znote 6625WD: 1.8Ghz dual core, 2GB, 512mb graphics card(dedicated), 160GB HDD<br><img src='http://www.signaturebar.com/uploads/images/10111.jpg' border='0' alt='user posted image' /><br><img src='http://www.signaturebar.com/uploads/images/13229.jpg' border='0' alt='user posted image' /><br><img src='http://www.signaturebar.com/uploads/images/8852.png' border='0' alt='user posted image' />
Hes probably not

<img src='http://www.hot.ee/carvanho/taavi.png' border='0' alt='user posted image' /><br><br><img src='http://www.hot.ee/carvanho/Elvine.png' border='0' alt='user posted image' /><br><img src='http://www.hot.ee/carvanho/LieroX.png' border='0' alt='user posted image' /><br><img src='http://www.hot.ee/carvanho/Football.png' border='0' alt='user posted image' />
Well.. DX9 is a pain in the ass, and I've never actually worked with it. When the DX9 SDK was released I looked at it and just said fuckit..
So DX7 it is for now - plus it makes it easier to implement into the Helbreath engine if its in 7
So DX7 it is for now - plus it makes it easier to implement into the Helbreath engine if its in 7

<!--QuoteBegin-crazymnig88+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crazymnig88)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->by notepad??? it didn't show any code, just show words wif no mean<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd--><br><!--QuoteBegin-charlie+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (charlie)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->he'll probably save it as 600pagebook.bmp<br><br>400gb file plzkthnx<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd-->
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Sorry man.. I can manipulate code and understand what it means quite well but as far as coding goes.. Beats me.. I can take an existing code, and manipulate it. Like the Auto Criticals thing. I made my own through manipulating other sources... Anyways... It was a suggestion.. I was gunna suggest DX10 but I don't think many people have that yet. I have the Trial for Vista and it owns.. Except when I play CS, Vista dies on me and switches to XP...Sprint wrote:ADDKiD !!!!!!ADDKiD wrote: I'm saying... That its a boring post, so noodles will stay away.. I'll have to give this a try. Wanna work with DX9?I'll have to talk to you more.. Orkl, you have some crazy ideas..
OMG
TOO LATE MAN...
he has allready made allmost the whole system in dx7 and now you say that you wanna work with dx9...
btw since when have you been able to code C++??? :huh:
shame on you! you play CS!ADDKiD wrote:Sorry man.. I can manipulate code and understand what it means quite well but as far as coding goes.. Beats me.. I can take an existing code, and manipulate it. Like the Auto Criticals thing. I made my own through manipulating other sources... Anyways... It was a suggestion.. I was gunna suggest DX10 but I don't think many people have that yet. I have the Trial for Vista and it owns.. Except when I play CS, Vista dies on me and switches to XP...Sprint wrote:ADDKiD !!!!!!ADDKiD wrote: I'm saying... That its a boring post, so noodles will stay away.. I'll have to give this a try. Wanna work with DX9?I'll have to talk to you more.. Orkl, you have some crazy ideas..
OMG
TOO LATE MAN...
he has allready made allmost the whole system in dx7 and now you say that you wanna work with dx9...
btw since when have you been able to code C++??? :huh:
<span style='color:blue'><span style='font-size:19pt;line-height:100%'><u><b>FUCK Helbreath!</b></u></span></span><br><br><span style='color:gray'><a href='http://www2.analystica.com/users/anttu/online/ngd' target='_blank'>ngdnetwork</a> OFFICIAL WEBSITE OF Northern Game Developers. Do visit! (THEY ARE UP!)<br><a href='http://project3d.x.am' target='_blank'>Project3d development forum</a> plz join and discuss,develop,give ideas,feedback. Anything goes as long it helps the project!</span><br><br>Zepto Znote 6625WD: 1.8Ghz dual core, 2GB, 512mb graphics card(dedicated), 160GB HDD<br><img src='http://www.signaturebar.com/uploads/images/10111.jpg' border='0' alt='user posted image' /><br><img src='http://www.signaturebar.com/uploads/images/13229.jpg' border='0' alt='user posted image' /><br><img src='http://www.signaturebar.com/uploads/images/8852.png' border='0' alt='user posted image' />
The dx10 SDK isn't even out yet I dont think...
<!--QuoteBegin-crazymnig88+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crazymnig88)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->by notepad??? it didn't show any code, just show words wif no mean<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd--><br><!--QuoteBegin-charlie+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (charlie)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->he'll probably save it as 600pagebook.bmp<br><br>400gb file plzkthnx<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd-->