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Messages - Aeko

Pages: [1] 2
1
C / C++ /C# / Re: XNA demo coding
« on: November 20, 2011 »
Recently I've had enought time to loose studing my initial idea on using WPF and C# to code demos, giving away the heavy libraries as SlimDX or so. All s.o. included.

I think it's worth to read this site: http://www.codegod.biz/WebAppCodeGod/WPF-tutorial-3D-Animations-and-Textures-AID439.aspx . You can also download the code.

If you want somethink like kkrunchy, you can try http://www.pelock.com/products/netshrink for .net exe files.

I think 64K C# intros by this way are possible.

2
C / C++ /C# / Re: XNA demo coding
« on: September 16, 2011 »
Recently, using SlimDX, the last demo of Still:

http://www.pouet.net/prod.php?which=57514

3
C / C++ /C# / Re: XNA demo coding
« on: September 07, 2011 »
Hi,

I've programming using C# during last year and thinking about the same idea. Tried SlimDX ..

Anyway, I've found a problem, similar problem you can find when using XNA: or not all PC have XNA installed or, in case of using any other type of wrapper, the packet can be very large for doing nothing. Your .exe is 48K attached to a library (or assembly or whatever) of 2 Mb. It have no sense for me.

The question .. would it be possible to do the same with a little exe throught WPF ? It promises access to hardware acceleration (DX) and more. But not tried yet.

4
General chat / Re: DBF Attachment Scanner
« on: October 03, 2009 »
Sorry,

No attachments discovered here ..  :-\

5
C / C++ /C# / Re: glColor3f in Direct3D
« on: October 16, 2008 »
Hi all !

Well, yesterday night I tried the "changing color vertex method", re-doing the pixel verter every time before drawing while modifing its values:

{-1.0f,-1.0f,-1.0f, D3DCOLOR_RGBA(cube[n].r, cube[n].g, cube[n].b, cube[n].alpha)},
(...)

It's quite fast. Drawing 2000 cubes without problems in a cheap motherboard graphic card in a laptop of 5 years old.

TIP: don't forget vertexBuffer->Release() after drawing or you will have a BIG memory leaking.

In fact, I've had more problems with the rotations and projections in DX during this experience than other DX issues. And this distubs me a lot. May be too many years teaching me about right hand systems on mathematics, mechanical physics and CAD. This part of DX is directly a "kick in your balls".

6
Happy Birthday Benny !

 :mince:

7
C / C++ /C# / Re: glColor3f in Direct3D
« on: October 15, 2008 »
Thanks rbz and Jim.

So, there are two general ideas on how to perform this:

(1) Changing the color vertex

(2) Changing the color texture and then apply it. (D3DRS_TEXTUREFACTOR)

This is my (3): To have a palete of cubes with different color pre-generated on setup. (Brute way !  :bricks:)

My worries are about Lock/Unlock performance dropping. I've reading a book about graphics with DX and every two pages make you remember about performance loosing in Lock/Unlock operations. Anyway, the best will be to make a try.


8
C / C++ /C# / glColor3f in Direct3D
« on: October 15, 2008 »
Hi all !

Is there any equivalent commando to glColor3f or glColor4f in Direct3D ?

I'm programming a little intro that shows in random position random cubes with random color. When it was done in OpenGL I changed the color with glColor3f and then painted the cube. But now, when using vertex buffers like:

{-1.0f,-1.0f,-1.0f, D3DCOLOR_ARGB(0,0,255,0)},   
(...)

the color is pre-defined.

Any way to have a "neutral" color and the paint it with the color generated by a random function ?

Thanks for your ideas.

9
General chat / Re: Pandora - The Next Amiga?
« on: October 06, 2008 »
The next Amiga beause may be it can runs UAE ?

Seriously. It's very very hard to stay writing in front of a little screen, so, if you program it from PC, I don't see the diference from PSP, to give an example.

cheers,

10
General chat / Re: Flight Simulator?
« on: September 16, 2008 »
I remeber to have played  some "Janes simulator"

uff, long time ago. Needed to buy a TNT2.

Lots of planes. I remember F14 Tomcat, with Phoenix rockets, going down a plane from 50 miles. Not really the dogfight you can find at early stages of WWII, were manouvers and energy control make you win or loose. Dogfighting is a science  ::)

11
General chat / Re: Flight Simulator?
« on: September 16, 2008 »
Thanks for the karma Gooner !

By the way, I have found a picture in the SG1 site in where appears me training with this brother squad. Find the name E111St_Aekidens  :)



@Pixel_Outlaw

The best way to play a sim is using joyticks like this:


12
General chat / Re: Flight Simulator?
« on: September 15, 2008 »
Gooner,

From one year ago, more or less, IL-2 Sturmovik is known as IL-2:1946

There you can find some pre-korea reactors and other experimental stuff from Luftwaffe.

Since IL-2 first version to 1946 there have been around 10 patches and some updates. The question on forums has always been the flight feeling, Luftwaffe weapon damage and speed. As programmers were russians and first IL-2 was only war in East Front you can imagine how the balance go. Anyway, if you are not going to fight online and want only feel (air), I recommend first versions. In time, this game has becomming more arcade and, for instance, I remember when starting how hard was to take with a 190 wearing a 500Kg bomb. Other question has been the bombs damage, of course and soviet ultra high resistant steel that tanks were made.

With the second major uptdate, let's say Pacific Fighters, Americans, Japanesse, and many other planes appear, so I specialy remember the good days when doing a good dive inside a Stuka was a state of art and mind.

This are other reasons about why some people will defend Ace Combat against IL-2. Don't try Microsoft Combat Flight Sim if you don't want a really arcade game.

Sit down on a 109, arm it with a MK108 and just fire. Feel it !  :lolup:

Here you will find a video made with real play made by our brother squad SG1. I think they are still active, and, if fact, two of our main pilots left our squad to keep flying online.

http://sg1.es/web/?q=node/39

GOOD FLYING !!

13
General chat / Re: Happy Birthday Gooner :)
« on: September 15, 2008 »
Am I late  ?

Happy birthday to you ..
Happy birthday to you ..   :lolup:

14
General chat / Re: At sundown :)
« on: September 15, 2008 »
mmmh

I'm glad to see in photos that all of you are kiddies like me (born un 1971).  :updance:

15
General chat / Re: Flight Simulator?
« on: September 15, 2008 »
The BEST one for WWII planes is "IL-2 Strumovik" and their saga: Forgotten Battles. - Ubi Soft -

For reactors, may be Lomac, and for commercial flighing Microsoft Flight Simulator.

I've been in a squad of Stukas playing IL-2 during the last 4 years (StG111), so, I think I know what I'm talking.  :kewl: (also, we flight FW-190, Me-109, He-111 .. )

However, I think you are looking for Microsoft Flight Simulator.

16
General chat / Re: Nectarine Radio - A Sad Shame
« on: September 09, 2008 »
Sad, too sad.

I found this page only about 3 weeks ago and sometimes is my soundtrack when coding or reading.

17
General chat / Re: Programming then and now...
« on: September 09, 2008 »
I always post the same super-code when we go back in time:

Code: [Select]
10 FOR L=0 TO 15
20 POKE 53281,L:POKE 53280,L   
25 REM I will never forget this numbers
30 NEXT
40 GOTO 10

For C64 of course  :)

By other hand, is it more easy to code nowadays ? It depens. Depends if you want to do the same thinks as before (i.e. draw triangle and rotate it) or not. Obviously, the same old-effects today are more easy to program, just think about coding it on C64, but try to do a cool demo as Atrium in 4K ..

One other think I found in the past was the next. I was young (about 15) the first time I went to Paris. There, I purchased a really interesting book "Inside Amiga graphics". Then, I smashed with 3 main problems: I didn't know C, I didn't know English as now and I didn't have a C compiler !!  ???

18
Thanks a lot rbz.

Yes, seems it has all I'm looking for.

19
Hi folks,

Is there anyway to include de .fx file, or my be the shader, into the same exe ? . That's: to have only one file.

By the way   :goodpost:

20
C / C++ /C# / Re: Help compiling this 4K.
« on: July 11, 2008 »
Hi Hellfire,

1>------ Build started: Project: voxel_bukkake_w32, Configuration: Release Win32 ------
1>Compiling...
1>cl : Command line warning D9035 : option 'QIfist' has been deprecated and will be removed in a future release
1>synth.cpp
1>main.cpp
1>.\main.cpp(93) : warning C4005: 'ARRAYSIZE' : macro redefinition
1>        C:\Archivos de programa\Microsoft Visual Studio 8\VC\PlatformSDK\include\winnt.h(950) : see previous definition of 'ARRAYSIZE'
1>Generating Code...
1>Linking...
1>main.obj : error LNK2019: unresolved external symbol _memset referenced in function "void __cdecl play(void *,long)" (?play@@YAXPAXJ@Z)
1>Release/voxel_bukkake_w32.exe : fatal error LNK1120: 1 unresolved externals
1>Build log was saved at "file://c:\Documents and Settings\Gabriel\Mis documentos\Visual Studio 2005\Projects\voxel_bukkake_release\voxel_bukkake_release\win32_src\Release\BuildLog.htm"
1>voxel_bukkake_w32 - 2 error(s), 2 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


Looking more carefully the project I've sawn that final linking is doing using crinkler (see c.bat). Is also interesting to see the way they do thru crinkler, althought some other linking errors appears.

I've also succesfully build all modifing some lines of the program (comment them) and linking with the default libraries.

Anyway,

Tomorrow, I'm going for a week on holidays. My wife has explicitly told me "please, don't come with computers".  ;D

So, see you all in a week  :cheers:

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