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Some recent topics started on our forums |
Thunder Carrot (My 3D Modeler!)
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WHAT IS THUNDER CARROT?
Thunder Carrot is a simple 3D modeler I'm working on. My interest is in 3D games and I wanted to make a minimal tool that I could use to create characters, design maps, etc. Enjoy the screenshots - there's not much m... |
Posted September 1, 2008 12:55:22 AM
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Sound Recording and Playback at the Same Time
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I am running Windows 7, 64-bit, programming in C++.
I want to feed audio input from a microphone to the speakers in real time. I tried using the Win32 WaveIn and WaveOut APIs, but the latency was much to large (as in, > 800 ms).
What is the... |
Posted April 11, 2010 7:38:44 AM
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Real-Time Digital Sculpting
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I'm working on an application that will allow users to digitally sculpt into a triangle mesh. Rendering is done in OpenGL.
The basic concept is that users can sculpt into a mesh with a pillbox-shaped tool (a pillbox is a cylinder with half-s... |
Posted March 1, 2010 2:01:13 AM
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make a matrix not modify a coordinate
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Don't worry. You won't have to debug my code. But in case you're curious...
// compute a homography matrix
matrix math::matrix_homography( float src_x0, float src_y0, float src_x1, float src_y1, float src_x2, float src_y2, float src_x3, float... |
Posted February 21, 2010 5:12:19 AM
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Video Decoding
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Hey everyone! I'm looking for a [free] C/C++ library that decodes video files in common formats (preferably at least MPEGs). And by "decode", I just mean I want the ability to get the bitmap data for each frame (so I can save each frame to a file a... |
Posted December 28, 2009 12:48:59 AM
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Some Quaternion Functions - Enjoy
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I recently implemented skeletal animations, and for smooth interpolations I used quaternions and the SLERP algorithm.
Quaternions are weird extensions of the complex number system. But you don't really need to know anything about them to use them... |
Posted December 20, 2009 5:44:21 AM
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Skeletal Animation - Transitioning to a new animation?
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What do games normally do, for example, when a character switches from a running animation to a jumping animation? I'm about to implement skeletal animation, and I'm unsure if I should even implement inter-animation interpolation at all.
Do games... |
Posted November 10, 2009 5:55:55 PM
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Scaling Normals
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I was thinking about this common scenario: You scale your geometry with a scaling matrix, but then your normals get scaled as well. This results in incorrect lighting.
To combat this, we could use D3DRENDERSTATE_NORMALIZENORMALS (idk what the Op... |
Posted October 12, 2009 7:55:30 PM
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Anyone use Scintilla?
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It's a code-editing control. It makes things like syntax highlighting really easy...almost.
My problem is that it seems to not apply syntax highlighting to a keyword if that keyword is the last part of a document.
Anyone else get this problem?... |
Posted July 26, 2009 8:16:02 PM
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A Slight Variant of Modern Exception Handling
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So I've been thinking about exception handling a lot lately, and I'm trying to make it just a little bit better (I'm working on a scripting language right now).
Here's what I've got so far in a C++ish syntax:
// there is an implicit try... |
Posted July 14, 2009 9:37:01 PM
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View All Topics Started By This User
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Some recent replies made on our forums |
Error while building in visual c++ express 2010
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I always choose "Empty Project" in Visual Studio. Then it decides automatically whether to create a console window based on whether you have a main or a WinMain. Also it doesn't add any MFC, AFX, or any of that Microsoft weirdness to your proj... |
Posted August 8, 2010 2:51:44 AM
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Merging 2 video files?
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You could also write a simple C++ application to do this for you (shouldn't take more than a few minutes). Use OpenCV to read and write the videos. It's free and you might learn a little doing it. |
Posted July 22, 2010 3:14:44 AM
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Drawing line wider than 1px with DirectX
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I would suggest drawing polygons that are more than 1px wide.
A thick line is really just a rectangle. Plus, if you have anti-aliasing on in general, it should give you anti-aliased lines, too, when they are composed of polygons.
Addition... |
Posted April 19, 2010 9:32:30 PM
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Sound Recording and Playback at the Same Time
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Small buffers - got it. But I'm also trying to do an FFT on the data - and from my knowledge of FFTs, larger buffers give more accurate fourier transforms. I'm trying to determine the fundamental pitch of the mic input in real time - I guess t... |
Posted April 11, 2010 6:06:23 PM
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root engine - landscape
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For image loading I suggest FreeImage. It's what I use in my projects. It's fast and loads all the popular formats.
Also, I can see the seams in your skybox. If you're using OpenGL, you can fix this with:
glBindTexture(GL_TEXTURE_2D, textu... |
Posted February 28, 2010 5:41:08 PM
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DirectX 11 SDK - Backwards compatible?
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Wait, so DirectX 11 works on DirectX 9 level hardware, but DirectX 10 doesn't? |
Posted February 24, 2010 1:51:33 AM
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make a matrix not modify a coordinate
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I'm not sure what you mean. You mean like expanding it out to see all the dot products?
I have looked at an expansion of matrix multiplication before. I can't seem to figure it out.
I'm tempted to just write a vertex shader that sets the w co... |
Posted February 21, 2010 9:55:56 PM
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make a matrix not modify a coordinate
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Indeed, I know how matrix multiplication works. But I can't just make that row (0, 0, 0, 1). That would affect the other coordinates, wouldn't it? I'm pretty sure it would. |
Posted February 21, 2010 5:16:53 PM
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surface normals
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Another way to do it would be to cast a ray from the center (well, the center isn't particularly important, but it gives you a starting point) of every polygon out to infinity in any direction. Count the number of OTHER polygons it hits. If it hits... |
Posted February 14, 2010 6:04:48 AM
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freeware calculator
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I don't think this is exactly what you're looking for but...
I made a calculator that opens REALLY fast (so that's at least one thing you wanted). It basically just evaluates any expression you type into it, and it graphs and does calculus t... |
Posted December 31, 2009 1:06:57 AM
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View All Replies Made By This User
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