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Get to know rofseek...  
Full Name Joshua  Tully
Nickname rofseek 
State/Province, Country LA   United States
GD Gathering City Belcher, LA, United States
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Member Since 5/25/2008 11:41:23 PM
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Some recent topics started on our forums
[XNA] How can one create a two component depth buffer for VSMs What format would you use for your depth buffer to create a "two component" depth buffer for storing d and d^2? 
Posted July 27, 2010 10:15:36 PM
Questions about radiosity Is radiosity a realistic technique on hardware today? Most of the searches that I find are about radiosity lightmapping and I'm more interested in using it as a means for global illumination. Also, what other techniques for GI seem to be more po... 
Posted July 25, 2010 2:35:10 AM
XNA for C++ Viability Figured I'd ask an open community if what they'd think about a C++ port of XNA thrown on top of DX10 (lacking xbox 360 support of course). 
Posted June 21, 2010 5:01:20 PM
Scenegraph's Again?!? So from what I've gathered from the stickies and random threads a scenegraph is a hierarchical tree based structure designed to represent entities in a parent-child relationship. Fine and dandy but what I'm more interested in is what data belongs... 
Posted June 10, 2010 10:44:15 PM
Terrain Rendering Advice I've just started planning out a game and terrain will play a large part in the game in general including graphics, gameplay, etc. Therefore I've decided that it would be a good place to start considering how significant it is to the finish product.... 
Posted June 5, 2010 11:11:26 PM
Designing a GUI system that's easily skinnable Disclaimer: While I appreciate references to other libraries that are popular I'd prefer a discussion of the topic/subject, not "writing your own system is a lot of work and more than likely its been done better so please check xxxx library". I h... 
Posted May 26, 2010 2:41:17 AM
Hello Beloved, From: mrs2010 [ Add to Buddies ] Subject: Hello Beloved, Date: 5/20/2010 8:29:32 PM Hello Beloved, How are you today with your family ? I am Madam Hala Gorani, born Apreil 04, 1943. I suffers from a skin cancer that is terminall... 
Posted May 21, 2010 9:08:51 AM
Transforming points into "spaces" in lighting equations I was wondering when transforming points in a vertex shader does it matter what "space" they're in when it comes to lighting. Meaning one can transform the points into "world" space by multiplying it by the world matrix, etc. Is there a stan... 
Posted April 19, 2010 6:28:48 PM
Blinn-Phong shader not shading correctly? So I was just playing around with XNA and the D3DBook and decided to implement a Blinn-Phong shader for fun. However i'm not getting the correct image for some reason. Shader float4x4 xWorldViewProjection; float4x4 InverseTransposeWorld; f... 
Posted April 19, 2010 9:40:37 AM
Translating Obj face data into useful D3D10 rendering data Assuming the following definition of a 10cm^3 cube: v -1.1556 0.0000 0.6891 v -1.1556 0.0000 -3.2479 v 2.7814 0.0000 -3.2479 v 2.7814 0.0000 0.6891 v -1.1556 3.9370 0.6891 v 2.7814 3.9370 0.6891 v 2.7814 3.9370 -3.2479 v -1.1556 3.937... 
Posted March 30, 2010 10:29:51 AM
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Some recent replies made on our forums
[XNA] How can one create a two component depth buffer for VSMs Thanks MJP I'll give that a try. 
Posted July 27, 2010 11:19:31 PM
3D object shine, question It's basic environment mapping, the DirectX SDK has a sample on cubemaps which provides reflections. 
Posted July 23, 2010 10:21:42 PM
C++ Workshop - Pointers (Ch. 8) Remove the const, const data memebers cannot be modified after their initial declaration; const Class* m_class = somepointer; Class.m_class = someotherpointer; // Wont compile Class* m_class = somepointer; Class.m_class = someotherpoi... 
Posted July 18, 2010 1:17:11 PM
XNA for C++ Viability It wouldn't necessarily be "port" the only reason I've brought it up for discussion is that i particularly liked the API introduced by XNA but I couldn't get over the fact that there aren't really any substantial 3rd party libraries available, g... 
Posted June 21, 2010 6:57:16 PM
What books should every programmer be reading? i actually received "Game Engine Architecture" on thursday andI've read through most of it. Overall it's a good book, but definitely not something that will guide you through the process of creating a game engine. The phrase "GPU Gems for Game... 
Posted June 18, 2010 10:19:30 PM
What API should I start with? If you really want to get into the DirectX field you could try Direct2D; however, SDL would be a good place to start you could also try SFML there are a handful of other libraries you could try but working with layers that are higher than D3D and OGL... 
Posted June 6, 2010 10:54:20 PM
License Key Generation (again?) Simple licensing system: Client downloads an installer. Installer asks client for valid username and password. If username/password fails stop. Installer notifies server of an install attempt. The authentication server marks the user accoun... 
Posted May 25, 2010 1:15:00 AM
a question about hlsl's semantics For DX10 and up: http://stackoverflow.com/questions/1414891/directx-device-caps In summary all DX10 hardware has a minimum set of functionality. And http://msdn.microsoft.com/en-us/library/bb174320%28VS.85%29.aspx for retrieving device capabili... 
Posted March 19, 2010 12:32:30 AM
anticracking technique help? Strings are one of the hardest aspects of a binary to hide. Any method of hiding strings will cause a performance drop, there is simply no way to have every string in a binary disappear without having to recover it before being used. However,... 
Posted March 10, 2010 9:24:46 PM
Using C++ variables in assembly? (VS2008) void AVILoader::flipIt(void* buffer, DWORD width, DWORD height) // Flips The Red And Blue Bytes (256x256) { void* b = buffer; // Pointer To The Buffer __asm // Assembler Code To Follow { mov eax, width ;C++ width varia... 
Posted January 17, 2010 5:48:37 PM
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