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Get to know programmer_tom...  
Full Name tom dicesare
Nickname programmer_tom 
State/Province, Country atlanta
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Homepage URL 3rdorderlogic.com 
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Current Occupation
Job Title programmer 
Job Description one who programs 
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Rating 1059  (Rate this user)
Number Of Posts
In our forums
203  
Member Since 2/9/2005 4:51:52 PM
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Some recent topics started on our forums
Simple Platforming Programming Hey all, Looking for some advice on approaches to coding a platformer in 3D. I have a full rendering engine and use PhysX well...just looking to hear what other people say works, does not work etc. before I start. Any help is appreciated!... 
Posted December 5, 2010 11:29:26 AM
DirectSound issue hey all i have an annoying problem i can't seem to figure out: i am using DirectSound to play back sound effects. Everything works fine, but when sounds play, and the app isn't the focus, when you switch the app to being the focus, the sounds... 
Posted February 24, 2010 9:06:42 PM
Direct Input Right Analog Stick Hey all, Trying to make my game a bit better by allowing for configurable controls so users can remap buttons, and non-standard controllers can actually play the game (originally hard-coded for XBox 360 controller). I'm seeing that on th... 
Posted January 27, 2010 4:33:11 PM
Doom Rails Hi Game Dev. Community, Hello from Dream Forge Entertainment! We are a small independent game developing company based in Ruston, Louisiana. We recently published our first PC game entitled ‘Doom Rails'. ‘Doom Rails’ is a new fast-paced 3D Mul... 
Posted December 4, 2009 6:21:31 PM
Heat shimmer problem hey all got a decent heat shimmer going on in my engine. i'm using the same map that stores the view depth for storing which pixels are perturbed from shimmer. depth is in x, shimmer is in y. works fine. when i enable alpha blend... 
Posted November 14, 2009 5:23:56 PM
Can't run Debug builds missing .dlls Hey all I need my artists to be able to run the debug version of my Visual Studio app for various reasons. Some of them are missing the required .dlls, and can only run the Release builds. Is there some easy way to get the .dlls they ne... 
Posted October 15, 2009 12:28:01 PM
Fullscreen and Windowed Mode hi all working on toggling my app from full screen to windowed. its working with one issue. when i go full screen, then back to windowed mode, the app is always topmost. i create the window like this: WNDCLASSEX wcex; ... 
Posted June 26, 2009 10:14:10 AM
Threaded Texture Loading Hey All I'm loading textures on a thread using D3DXCreateTextureFromFileEx(). When the thread completes, I need to swap textures. I'm doing it like this: pOldTexture->Release(); pOldTexture = pNewTexture; This works great, exc... 
Posted June 3, 2009 1:19:51 PM
PhysX actors without shapes Hey all For organizational reasons, I want to create an actor in PhysX without shapes, then add shapes later, but createActor() fails if the ActorDesc has no shapes added (ActorDesc.shapes.pushBack ( &ShapeDesc ) is never called); Is there a wa... 
Posted April 24, 2008 11:12:46 AM
Transform mouse into 2D quad dumb question... can someone post the proper way to transform the mouse position into the space of a 2D quad that's rotated, so you can detect if the mouse is inside the rotated quad? 
Posted April 7, 2008 12:27:49 PM
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Some recent replies made on our forums
[HLSL] Moving transformed vertices in vertexshader Are your vertices in 2D or 3D? It looks like 3D. How are your vertices already transformed? Typically, you have vertices of a model in local space. To get them to screen space, it a matrix multiply for each local vertex by the concatenated wo... 
Posted November 27, 2010 7:55:54 PM
instance technique using dx9 My heroic efforts were to avoid making many DrawPrimitive() calls on things with only a few vertices for performance reasons. The meshes I instanced only had one subset. Your needs may be different here. If your shader has a pr... 
Posted November 19, 2010 12:29:23 PM
instance technique using dx9 LPD3DXMESH sucks and will be a problem for you as long as you use it, but when I used to use it, here's how I instanced. I needed to render many small meshes and wanted to minimize Draw() calls, so i built a super mesh by going though the vertices... 
Posted November 18, 2010 11:50:18 AM
Jumping Physics I got. Keypresses I dont... First of all, you need to consider elapsed time here. velocity-= .0003; will yield different results under different frame rates. The way I handle simple jumping is essentially like this: 1.) detect user has pushed the jump key. 2.) if... 
Posted November 8, 2010 11:02:52 PM
When using two IndexedBuffers how do you reuse a VertexBuffer? if( FAILED( d3d9VertexBuffer->Lock( 0, 0, ( void** )&pIndices, D3DLOCK_DISCARD ) ) ) you realize you are getting a pointer to the vertex buffer back in pIndices here right? You probably mean to do this if( FAILED( d3d9VertexBuffer->Lock... 
Posted October 28, 2010 5:28:50 PM
Blend Modes - Writing Alpha to a texture can you visualize the texture you've written the collision info to? texture a 2d quad with it...what's it look like? here's something that got me a while ago; not sure if it's related but when writing to textures, make sure you enable alpha. ... 
Posted October 21, 2010 12:36:26 AM
Textured Quads Particle System You're going to need each quad to be made of 6 vertices, because the system is going to need to be drawn as a triangle list. If I were you, I wouldn't update the list in real time at all...let the shader move the points around it. Build the vertic... 
Posted September 28, 2010 12:33:09 PM
Physx tutorials? Well, that sounds good in theory, but in reality the visual debugger is broken and crashes if you have more than a few things going on. Also, you cannot easily compare your game objects to PhysX objects. IMO, it's better to simply retrieve th... 
Posted September 28, 2010 12:17:55 PM
Physx tutorials? I would start by wrapping the actors and shapes in PhysX with your own simple game object types. Only deal with rigid bodies to start. Also, you need to see the debug renderable from PhysX IMMEDIATELY, as well as in your game engine. Until yo... 
Posted September 28, 2010 11:41:27 AM
D3DXCreateEffectFromResourceA why add it as a resource? anyway, can't you just right click on resource->add->existing item->shader.fx? 
Posted September 25, 2010 2:14:58 AM
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