| 1) | Floating point resources series |
Wednesday, December 25, 2013
Saturday, December 7, 2013
Direct X
1) Getting started on direct X:
Start from this page
http://msdn.microsoft.com/en-us/library/windows/apps/hh452744.aspx
related blog post
Getting Started
2) I installed
http://code.msdn.microsoft.com/windowsapps/WDC-DirectX-game-learning-7cf9bdce
which create direct X template in visual studio 2013 for Windows (not desktop)
The template contain sample on best practices to create direct X game
3)series tutorial from microsoft on direct x 11. here
List of sample related to direct x 11 from microsoft site here
4) official entry point tutorial for direct x here
5) video series from channel 9 (unfortunately they are using C++ CX not native C++)
Intro to cpp cx and direct x gamedev
Start from this page
http://msdn.microsoft.com/en-us/library/windows/apps/hh452744.aspx
related blog post
Getting Started
2) I installed
http://code.msdn.microsoft.com/windowsapps/WDC-DirectX-game-learning-7cf9bdce
which create direct X template in visual studio 2013 for Windows (not desktop)
The template contain sample on best practices to create direct X game
3)series tutorial from microsoft on direct x 11. here
| Tutorial 1: Direct3D 11 Basics |
| Tutorial 2: Rendering a Triangle |
| Tutorial 3: Shaders and Effect System |
| Tutorial 4: 3D Spaces |
| Tutorial 5: 3D Transformation |
| Tutorial 6: Lighting |
| Tutorial 7: Texture Mapping and Constant Buffers |
List of sample related to direct x 11 from microsoft site here
4) official entry point tutorial for direct x here
5) video series from channel 9 (unfortunately they are using C++ CX not native C++)
Intro to cpp cx and direct x gamedev
Friday, November 1, 2013
Building fbx conv for libgdx
I was following example to load .g3db model when I hit exception, somehing about parse exception when loading ship.g3db.
Take note that both my gdx project and fbx-conv are latest build.
I figure there's something wrong on fbx-conv since .obj are loaded with no error.
1) According to https://github.com/libgdx/fbx-conv
Seem i need to have installed both FBX SDK 2014 and premake tool
remember after installed, set the environment variables for both:
Righ click in Thic PC or my computer, then click on Advanced system settings, click on environment
variables and add FBX_SDK_ROOT in user variables and add existing path to premake in System
variables


2)After that just C:\libgdx\fbx-conv-master\generate_vs2010
and vs2013 project will appear in C:\libgdx\fbx-conv-master\
3)I'm running visual studio 2012, however I upgraded visual studio 2010 project with no hiccups.
However trying to build this give me error as std::greater is recognized
This is because visual studio 2012 is using c+11 standard
all i did as included
#include <functional> in FBXMeshInfo.h
build there's still error
4)However this time, visual studio complain it can't find libfbxsdk-md.lib
Seem to me the earlier environment variable that i set
C:\Program Files\Autodesk\FBX\FBX SDK\2014.1
is not enough
I need to edit
fbx-conv project properties > Configuration Properties > Linker > Input > Additional Library Directories
to full path below
C:\Program Files\Autodesk\FBX\FBX SDK\2014.1\lib\vs2012\x86\debug
5) Finally project build successfully and fbx-conv.exe is generated.
6) Using this fbx-conv.exe, I manage to convert previous obj file to g3db file sucessfully
and this time ,it run in eclipse with no error
Take note that both my gdx project and fbx-conv are latest build.
I figure there's something wrong on fbx-conv since .obj are loaded with no error.
1) According to https://github.com/libgdx/fbx-conv
Seem i need to have installed both FBX SDK 2014 and premake tool
remember after installed, set the environment variables for both:
Righ click in Thic PC or my computer, then click on Advanced system settings, click on environment
variables and add FBX_SDK_ROOT in user variables and add existing path to premake in System
variables


2)After that just C:\libgdx\fbx-conv-master\generate_vs2010
and vs2013 project will appear in C:\libgdx\fbx-conv-master\
3)I'm running visual studio 2012, however I upgraded visual studio 2010 project with no hiccups.
However trying to build this give me error as std::greater is recognized
This is because visual studio 2012 is using c+11 standard
all i did as included
#include <functional> in FBXMeshInfo.h
build there's still error
4)However this time, visual studio complain it can't find libfbxsdk-md.lib
Seem to me the earlier environment variable that i set
C:\Program Files\Autodesk\FBX\FBX SDK\2014.1
is not enough
I need to edit
fbx-conv project properties > Configuration Properties > Linker > Input > Additional Library Directories
to full path below
C:\Program Files\Autodesk\FBX\FBX SDK\2014.1\lib\vs2012\x86\debug

5) Finally project build successfully and fbx-conv.exe is generated.
6) Using this fbx-conv.exe, I manage to convert previous obj file to g3db file sucessfully
and this time ,it run in eclipse with no error
Thursday, October 3, 2013
Using glogg
1) download an unzip glog
C:\deletethis\glog-0.3.3\glog-0.3.3
2) In Project Properties > C/C++ > General > Additional Include Directories
C:\deletethis\glog-0.3.3\glog-0.3.3\src\windows
3) In Project Properties > Linker > Input > Additional Dependencies
libglog.lib
In Project Properties > General > Additional Library Directories
C:\deletethis\glog-0.3.3\glog-0.3.3\Debug
4) #include "glog\logging.h"
int main(int argc, char* argv[])
{
FLAGS_log_dir = "C:/deletethis/testlog";
google::InitGoogleLogging(argv[0]);
LOG(INFO) << "Found " << 2 << " cookies";
return 0;
}
C:\deletethis\glog-0.3.3\glog-0.3.3
2) In Project Properties > C/C++ > General > Additional Include Directories
C:\deletethis\glog-0.3.3\glog-0.3.3\src\windows
3) In Project Properties > Linker > Input > Additional Dependencies
libglog.lib
In Project Properties > General > Additional Library Directories
C:\deletethis\glog-0.3.3\glog-0.3.3\Debug
4) #include "glog\logging.h"
int main(int argc, char* argv[])
{
FLAGS_log_dir = "C:/deletethis/testlog";
google::InitGoogleLogging(argv[0]);
LOG(INFO) << "Found " << 2 << " cookies";
return 0;
}
Friday, September 27, 2013
Saturday, July 13, 2013
Link related to directx
1)DirectX api refence index
microsoft
microsoft
Introduction to game programming with direct x 11 - Frank luna
Getting source code to work in visual studio 2012 and windows 8
Download source code from http://www.d3dcoder.net/d3d11.htm
d3d11CodeSet1.zip
d3d11CodeSet2.zip
d3d11CodeSet3.zip
zip everything into 1 folder.
Download DXSDK_Jun10.exe from microsoft
I encounter S1023 error when running this installer.
Follow step in here to resolve the error.
which is just using cmd.exe and execute both command belows
MsiExec.exe /passive /X{F0C3E5D1-1ADE-321E-8167-68EF0DE699A5}
MsiExec.exe /passive /X{1D8E6291-B0D5-35EC-8441-6616F567A0F7}
run installer again and everything is fine.
However building chapter 4 from frank luna is problematic.
I add include path to "common" folder from frank luna sample itself.
Also added library path to the same "common" folder.
Added include path and library path to directx folder that I perform installation in first step
C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include
C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\x86
NOTE:not sure why I include path to C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\x64
I have error (???)
UPDATE: I think the error because Effects11.lib in common folder is 32 bit not 64 bit
Update2 : As i advance through frank luna, i try to build error Chapter 6 Drawing in Direct3D\Box
project after i set the include files and lib dependencies as above.
I hit an error unresolved external symbol _D3DX11CreateEffectFromMemory
Turns out this have something todo with Effects.lib.
Following advice from google search to http://stackoverflow.com/a/16647360/1294676
I downloaded effect visual studio project from https://fx11.codeplex.com/
I rebuild Effects11_2010_DXSDK since I'm linking to directx 2010 version as above
and replace effects11.lib in Common Folder.
And voila it's working
Tuesday, May 28, 2013
Collision detection
Metanet tutorial On Separating Axis Theorem
URL: http://www.metanetsoftware.com/technique/tutorialA.htmlSaved web pages into my yahoo email as backup
Some of demo can't load in chrome but in firefox is working fine.
Sunday, May 26, 2013
Vectors,vectors and vectors
Reflection vector, what is all about?
TODO:complete this.Unity Quirk
Physic Collider
1) Q: Basic physic Collider not working
A: Script override collider (etc: Box Collider)
See http://answers.unity3d.com/questions/16432/why-wont-my-box-collider-collide.html
2)Attach Script for collision into mesh not it's parent (ie:of GameObject type)
The Script have something
like below function OnCollisionEnter(col : Collision) declared.
while mesh have RigidBody Component (ie: with kinematic chcekbox unchecked)
3)Hit UnassignedReferenceException while drag and drop guitext object to script
Turns out i need to drag and drop guitext object into another gameobject script component.
I made a mistake of assigning to the Script itself in Asset window instead of
Script component in Inspector window for Heart game object.
1) Q: Basic physic Collider not working
A: Script override collider (etc: Box Collider)
See http://answers.unity3d.com/questions/16432/why-wont-my-box-collider-collide.html
2)Attach Script for collision into mesh not it's parent (ie:of GameObject type)
The Script have something
like below function OnCollisionEnter(col : Collision) declared.
while mesh have RigidBody Component (ie: with kinematic chcekbox unchecked)
3)Hit UnassignedReferenceException while drag and drop guitext object to script
Turns out i need to drag and drop guitext object into another gameobject script component.
I made a mistake of assigning to the Script itself in Asset window instead of
Script component in Inspector window for Heart game object.
Wednesday, May 22, 2013
Blog I should follow
Blog I should follow:
1) investigate how "tricky" game art are being done
http://simonschreibt.blogspot.de/
1) investigate how "tricky" game art are being done
http://simonschreibt.blogspot.de/
Tuesday, May 21, 2013
Focus on gamedev
1) Stick with unity engine instead of c4 engine.
2) Keep focus on making 2d game
3) Brush up my photoshop skill to create 2d assets.
2) Keep focus on making 2d game
3) Brush up my photoshop skill to create 2d assets.
Saturday, April 20, 2013
Unity Island demo
How to get Unity Island demo working with unity 4.0
(created: 21 april 2013)
1) Download IslandDemo.zip from
http://unity3d.com/gallery/demos/live-demos#tropical-paradise
2)Unzip it and open
C:\unity\IslandDemo\Assets\Islands.unity
3)Got some error
3.1) First change the code
//if(water) waterLevel = water.gameObject;
if(water) waterLevel = water.gameObject.transform.position.y;
3.2)Delete UpdateTreeColor.js
(created: 21 april 2013)
1) Download IslandDemo.zip from
http://unity3d.com/gallery/demos/live-demos#tropical-paradise
2)Unzip it and open
C:\unity\IslandDemo\Assets\Islands.unity
3)Got some error
3.1) First change the code
//if(water) waterLevel = water.gameObject;
if(water) waterLevel = water.gameObject.transform.position.y;
3.2)Delete UpdateTreeColor.js
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