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Get to know 3Effex...  
Full Name Nicole Johnson
Nickname 3Effex 
State/Province, Country New South Wales   Australia
GD Gathering City Sydney, New South Wales, Australia
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24  
Member Since 3/15/2006 10:50:39 PM
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Some recent topics started on our forums
Trouble with Pointer to Mesh Hello All, I am currently attempting to add functionality for an actor to hold a pointer to a mesh, and render thru the pointer (So less Mem usage), however I'm getting the error "Acces Violation Reading Location 0x00000000", and funnily enough th... 
Posted July 18, 2006 3:58:27 AM
Access violation reading location 0xfeeefef2 Hello, I am currently working on top-down scrolling shooter, but am having a problem with getting the particle engine to be able to 'bind' and emitter to an Enemy (Works fine on players, and they both derive from the same Actor class). ... 
Posted June 16, 2006 9:13:26 PM
Texture Problems in Particle Engine Hello, I am currently working on a 2D particle engine and am trying* to implement textured quads for my particles (As before I was using gl_poly loops). I have taken a look at NeHe's texture code and have converted it into a class, so every... 
Posted May 27, 2006 3:00:51 AM
PXE Particle Engine This is a 2D Particle Engine I have been working on in my spare time for the past 3-4 weeks known as Particle Extreme Edition, or PXE (It's a joke between me and a friend =) It was made using OpenGL and C++. It's a pretty basic particle en... 
Posted May 17, 2006 10:23:09 AM
(Screenshots Added) My First Game- Criticism Needed :) First of all I'd like to say thanks for all the people on here that helped me when I had various problems, your all so nice :) Secondly I'm not sure this is the right place to post this sortof thing, but oh well. Anyway, onto the game... 
Posted April 26, 2006 9:10:13 PM
Release Build Weirdness Howdy, I am getting some VERY weird bugs in my project when I choose 'Release Build' instead of 'Debug Build' (in VC++ Express 2005). It's an asteroids-esque game that runs how it should in debug mode, but in Build mode EVERYTHING works fine ap... 
Posted April 27, 2006 1:23:22 AM
omg != omg ? (Comparing character arrays) Hello All, I am currently making a 'messageHandler' class for a game of mine (It's just a test, really). At the moment I can use it like so: MessageHandler.addMessage("deleteAllEmitters"); MessageHandler.handleMessages(); MessageHandler.flushMe... 
Posted April 22, 2006 2:16:31 AM
STL List- Using .erase Hey Everyone, I'm currently working on making my bullets work for my asteroids game, and they work fine, apart from one thing- I can't figure out to delete them :) They update/display fine, but I cannot figure out how to delete them,... 
Posted April 11, 2006 6:35:03 AM
360 Degree Movement System Problems Hey everyone. Now before I begin i must say we are only just starting to learn about Sin/Cos/Tan at school so please forgive me =) So lets say my ship has 2 variables, CurrentDirection and CurrentSpeed. What am I doing wrong in my code? f... 
Posted March 19, 2006 3:26:22 AM
Inherited Classes in Class Array? Here is my main() so far- #include "StdAfx.h" int main() { //Creating Objects Actor *pActorArray[2]; Player *pPlayer = new Player(); Enemy *pEnemy = new Enemy(); //Setting up Array... pActorArray[0] = pPlayer; pActorArray[1]... 
Posted March 15, 2006 11:06:16 PM
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Some recent replies made on our forums
Genesis, The First Dynamic MMORPG! Looks incredible, and if you can pull of even half of what it says you're trying to do in the FAQ, then it will be really awesome. I to however, think the camera angle is a bit odd... But perhaps when your actually playing you get used to it quite... 
Posted August 12, 2006 7:52:38 AM
xy point This should work I think... // Get the middle of the screen POINT pt; pt.x = GetSystemMetrics(SM_CXSCREEN); pt.y = GetSystemMetrics(SM_CYSCREEN); Well, you gotta add that part to wherever your button pressing code is, I mean... Edit: No... 
Posted July 31, 2006 6:41:54 AM
Trouble with Pointer to Mesh Turns out the problem was with the way I was passing in the actual pointer (Well, Originally I passed it in as a reference, and just used the address of the reference for the pointer). I changed the init() func to accept a pointer (not reference)... 
Posted July 18, 2006 5:44:27 AM
Access violation reading location 0xfeeefef2 Ok, that would make sense, But why then if I make iCurHealth public and just access it directly does the error not occur? Edit: Ok, accessing it directly didn't actually stop the error, just postponed it for awhile. I ended up giving the enem... 
Posted June 16, 2006 10:09:04 PM
Music and Sound for Your Game Wow, dude, that music was simply amazing! Can't say I have a project for you to work on (I've got a few friends working on sound). Anyway, best of luck! 
Posted June 10, 2006 8:55:29 PM
Texture Problems in Particle Engine Ok, it turned out the Quad I was drawing was too small for the bitmap I was trying to put onto it, or something like that, :P I ended up looking at NeHe's Particle Engine tutorial and converting the use of Quads to Triangle_Strips. 
Posted May 27, 2006 11:58:21 AM
Texture Problems in Particle Engine No clue's there, glGetError returns GL_NO_ERROR, and the Texture.Texture's are 1, 2 and 3 respectively. WTF? This is getting weird, I think my computer is against me... Just incase, here is my Glut Initialization code. //--Init GLut--// ... 
Posted May 27, 2006 10:49:14 AM
Planta, realtime realistic plant rendering Holy Wally, That looks amazing! SpeedTreeRT is dead :P 
Posted May 26, 2006 10:16:33 PM
PXE Particle Engine Quote:Original post by arudson Ya I'm curious about that too, seeing as though textured quads, or point sprites would be significantly faster. Actually, the reason I didn't use either of them is because I don't know how to :P Any good tutorial... 
Posted May 17, 2006 9:01:55 PM
omg != omg ? (Comparing character arrays) Thanks for the help everyone, that sorted it out quick smart ;) 
Posted April 22, 2006 7:02:01 AM
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