Posted on July 17, 2009 by Chris Mckellar
It’s been a while since my last update but after many weeks I’ve finished my De Blob remake, while it is finished to the deadlines I am still carrying on working on it, I will work more on shaders and some advanced directX techniques. As its stands it’s more of a [...]
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Posted on March 22, 2009 by Chris Mckellar
This week I have been fixing my resource manager to work with meshes. To begin with I began passing in the mesh properties to the resource manager this was really inefficient and was a quick fix I didn’t like this way of doing it so I wrote a mesh class which would store the different [...]
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Posted on March 15, 2009 by Chris Mckellar
This week i got my Camera colliding with the terrain fixed. I have been having trouble with it for the past few weeks as it was nearly working and kept crashing. The problem was with the way i was working out my Get Height method the spacing was wrong and needed to be negated to [...]
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Posted on March 12, 2009 by Chris Mckellar
This week i have been looking at rays and there uses. A ray is used to find all sorts of information in the scene. It gets cast in with a start point and a direction and intersects with objects or meshes in the scene and provides information such as hit count, distance and normal. It [...]
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Posted on March 1, 2009 by Chris Mckellar
This week i have been implementing a State Based Manager. This allows the engine to go into different states such as loading. The terrainApp now inherits from StateBased and separates into a game component. I created a GameApp which is now my main engine where calls to init,update,draw get called. In this class i have [...]
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Posted on February 22, 2009 by Chris Mckellar
This week we looked at a framework based on Frank D Luna’s Hello3DApp. We learnt about Lost Devices and Resetting Device.
A Lost Device is when something else seizes the device memory. This is can happen by ALT+Tab will get the focus of another window and the current program will have lost focus. The program needs [...]
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Posted on February 15, 2009 by Chris Mckellar
This week we learnt about Terrain, we had a lecture on terrain we looked at loading terrain in from a .RAW file and also the different techniques to procedurally generate terrain. We were given a basic Grid class and had to adapt it to make it load terrain in. It was a big step up [...]
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Posted on February 7, 2009 by Chris Mckellar
In this weeks lecture we learnt about DirectX. We went over the very basics and history around Direct X, for this module i will be using DirectX 9 as the machines we use are XP. I began by setting up the direct X librarys and folders in visual studio. I then looked over the the [...]
Filed under: Interactive 3D Graphics (DirectX) | Tagged: C++, Direct3DDevice9, DirectX | Leave a Comment »