March 29, 2005
On Tue, 29 Mar 2005 16:01:01 -0500, Carlos Santander B. wrote:

> Jarrett Billingsley wrote:
>> In addition, the prog folder now contains a compiled version of the source, so you don't have to install everything to try it out.
>> 
> 
> I ran the program (main.exe) and I get a dialog box saying: "NG3D.InitD3D() - Could not create device! Invalid call", and then another that says: "NGInput.unInit() - NGInput not initialized!". Running WinXP Pro SP2, DirectX 9.0c.
> 
> _______________________
> Carlos Santander Bernal

SNAP!  :D

-- 
Derek Parnell
Melbourne, Australia
http://www.dsource.org/projects/build/
Guru Bob:
"Before critizing someone, walk a mile in their shoes.
 That way when you do critize them, you'll be a mile away
 and you'll have their shoes."
30/03/2005 9:32:45 AM
March 29, 2005
Jarrett Billingsley wrote:
> "Joey Peters" <squirrel@nidhogg.com> wrote in message 
...
>>Anyway, I tried your engine and it's a good start for an engine implemented in D, probably the best you can currently get. Keep up the good work.
> 
> 
> I'm not real sure how to take that comment.. 

Sounds like a compliment to me. "Good job. It's the best that D has."

-- 
jcc7
http://jcc_7.tripod.com/d/
March 29, 2005
"Derek Parnell" <derek@psych.ward> wrote in message news:1ucofyc45irqw.1nn3gngqswyg8
> SNAP!  :D

Oh, dear.. don't you love nondescript errors?

The NGInput error is being called because the NGInput.uninit() is being called in the finally block before the NGInput.init() ever gets called.  I thought I removed the exception-throwing if in all the .init() and .uninit() functions if the unit was already initialized / not yet initialized, but I must have missed that one..  will be fixed in the next release.

The NG3D error is a bit more difficult.  This is being thrown from a function (IDirect3D9.CreateDevice()) which takes six parameters, and thanks to COM's wonderfully descriptive error codes, all I know is that _one_ of them is causing the function to fail.

Of course, it works fine on both computers in my house, so I don't even have a testing platform.

I'll see if I can whip up a small tester program in the next few days to see what's causing it to fail.  (Yess.  My own betatesters..)


March 30, 2005
Downloaded. Launched. Worked straight away (XPSP2, DX9C, GF4Ti). Ok, it's cool that we've got DX9 in D, but the demo doesn't show many of the features you have listed or even usage of the API calls (specular, anyone ?) It's be cool if you'd shown some of these 'HLSL shader effect files' and 'rendering to textures' :)
I hope we can all get better lighting when I finish my photon mapper ;)
Btw, there are lots of good free 3d models on the net, but maybe not in the .x format. I'm happily loading .ase at the moment.


Jarrett Billingsley wrote:
> - Portaling system?  (quadtree/octree, BSP, proprietary?)

I guess you mean a spatial partitioning system. Portals are a different story. For these you'd need a special editor (to insert them manually or create levels from brushes and apply a solid-leaf bsp) or use some Quake tools.


Anyways, great job ! Welcome to the 4d club (3d in d) ;)


-- 
Tomasz Stachowiak  /+ a.k.a. h3r3tic +/
March 30, 2005
In article <d2dof5$iqo$1@digitaldaemon.com>, Tom S says...
>Downloaded. Launched. Worked straight away (XPSP2, DX9C, GF4Ti).
Ok,
>it's cool that we've got DX9 in D, but the demo doesn't show many of the features you have listed or even usage of the API calls (specular, anyone ?) It's be cool if you'd shown some of these 'HLSL shader effect files' and 'rendering to textures' :)

Yeah, this is a very preliminary release, just to make sure it's working fine (which it doesn't seem to be for some people).  I whiped up the demo prog in maybe 10 minutes ;)

>I hope we can all get better lighting when I finish my photon mapper ;) Btw, there are lots of good free 3d models on the net, but maybe not in the .x format. I'm happily loading .ase at the moment.

I take it that's a lightmapping program you're working on?  Or is it... *gasp* PRT?

To tell the truth, I've never heard of ASE.

>I guess you mean a spatial partitioning system. Portals are a different story. For these you'd need a special editor (to insert them manually or create levels from brushes and apply a solid-leaf bsp) or use some
Quake
>tools.

Hmm, I always saw the two terms used interchangeably.  Is there a subtle difference (or a major one) that I never learned about?

>Anyways, great job ! Welcome to the 4d club (3d in d) ;)

Yay :)  There should be a community.  If there isn't one already.


March 30, 2005
Jarrett Billingsley wrote:
> Yeah, this is a very preliminary release, just to make sure it's working fine (which it doesn't seem to be for some people).  I whiped up the demo prog in maybe 10 minutes ;)

Cool, waiting for a prog made in a few hours ;]


> I take it that's a lightmapping program you're working on?  Or is it... *gasp* PRT?

Nope, PRT is above my level yet :( I'll first play around with some lightmaps, then I'll look @ SH.


> To tell the truth, I've never heard of ASE.  

Nope ? it's Ascii Scene Export, a very nice format exported by 3dsmax. I prefer it over 3ds, it contains more info.


>>I guess you mean a spatial partitioning system. Portals are a different story. For these you'd need a special editor (to insert them manually or create levels from brushes and apply a solid-leaf bsp) or use some 
> 
> Quake 
> 
>>tools.
> 
> 
> Hmm, I always saw the two terms used interchangeably.  Is there a subtle difference (or a major one) that I never learned about?

Uh... well, structures like octree, kdtree, abt, grids, etc are just spatial partitioning structures. You can do frustum culling with them, but that's all (of course you could accelerate screen-space occlusion culling with them). Portals are directly useful to hidden space removal and they make the process independent of level size. Also, it's easy to generate spatial partitioning structures like octrees but it's hard to generate portals automatically (possible but painful... oh yeah...). Yeah, you might read up on portals :> The best docs about portals were written by Mr.Gamemaker, they used to be free, I've got that version from the time they were free, now in a modified version they are sold by Game Institute and I doubt if I can put them anywhere for download :(


>>Anyways, great job ! Welcome to the 4d club (3d in d) ;)
> 
> 
> Yay :)  There should be a community.  If there isn't one already.

There probably isn't any... I really wonder how many ppl do game dev in D :) Maybe we should create a community site ? I've got a server, lol.


-- 
Tomasz Stachowiak  /+ a.k.a. h3r3tic +/
March 30, 2005

Tom S wrote:
>> Yay :)  There should be a community.  If there isn't one already.
> There probably isn't any... I really wonder how many ppl do game dev in D :) Maybe we should create a community site ? I've got a server, lol.

More than you'd think.
Put up a few web pages, and a mailing list, and see!
March 30, 2005
Georg Wrede wrote:
> Tom S wrote:
>> There probably isn't any... I really wonder how many ppl do game dev in D :) Maybe we should create a community site ? I've got a server, lol.
> 
> 
> More than you'd think.
> Put up a few web pages, and a mailing list, and see!

If I had more time and skills (I know DHTML/CSS but I'm not an artist to create a good looking site), I'd certainly do this. Any volunteers ? ;)


-- 
Tomasz Stachowiak  /+ a.k.a. h3r3tic +/
March 30, 2005
Georg Wrede wrote:
> 
> 
> Tom S wrote:
> 
>>> Yay :)  There should be a community.  If there isn't one already.
>>
>> There probably isn't any... I really wonder how many ppl do game dev in D :) Maybe we should create a community site ? I've got a server, lol.
> 
> 
> More than you'd think.
> Put up a few web pages, and a mailing list, and see!

Why not just take advantage of dsource.org ?

You could use the tutorials section to add new game tutorials for DirectX, OpenGL, or whatever is requested the most.

You could also ask for a D Game Programming forum, for the 20 or so D game programmers (are most of them hiding under rocks until they whipout something cool?)



March 31, 2005
"Georg Wrede" <georg.wrede@nospam.org> wrote in message news:424B0128.60303@nospam.org...
> More than you'd think.
> Put up a few web pages, and a mailing list, and see!

That's probably true.. I know the japanese D community makes a lot of games and does a lot with directx/SDL..

Tom S wrote:
> Nope ? it's Ascii Scene Export, a very nice format exported by 3dsmax. I prefer it over 3ds, it contains more info.

Oh, I know what you're talking about now.  I think I used ASE to get some models out of MAX into a small modeling program before.

Is it allowed to contain stuff like boned meshes?  Or is it more on par with 3DS files (limb animation)?

I'll also have to look up some more info on portals though.  Thanks for the clarification :)

-------------------------------------

Sorry if the download link was down for anyone - my ISP was down THE ENTIRE DAY yesterday.  Of course, on the day when I need the internet for a school project...