Posts Tagged ‘DirectX’

Report has been submitted

Posted: 1st April 2011 by Luke Iwanski in 9, C++, DirectX, Games Engineering, University
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After that 24years I have realized one very important thing.. I suck in the reports.

Huzzah! Game as it should be is pretty much finished – well there is always something that can be added, improved or modified – but as far as I am considered  game should look like it looks atm. Obviously, it needs final touches – tidying up GUI for instance. and before handing it out I [...]

Content added

Posted: 20th March 2011 by Luke Iwanski in C++, C++, DirectX, Game, Games Engineering, University
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last week I have improved collision detection between zombies – now I am trying to implement one universal. New animations added for marines – shooting and die. Additional content – stone and tree, tile set has been changed to nicer one, behaviour manager implemented for zombies, range added to marines, different collision added for different [...]

We can buy stuff!

Posted: 13th March 2011 by Luke Iwanski in 9, C++, DirectX, Game, Games Engineering, University
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Finally I have prototyped pouching units system – it uses messaging system, however I am having weird bug, when I am getting more marines animation for them is speeding up. I am wondering if it is caused by using pointer to the animation.. well it shouldn’t, should it? to be fair animation system was designed [...]

2D Zombieesh Continues

Posted: 12th March 2011 by Luke Iwanski in 9, C++, DirectX, Games Engineering
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That was freaking remarkable week, Meetings Meetings Meetings. Apparently I have enough “clients” to open my own company. Yeah.. who could even thought about that? World is crazy. anyway, this is not what post will be about. What I want to show is today’s achievement. Zombeesh project – yes as you can see I have [...]

I can select you!

Posted: 25th February 2011 by Luke Iwanski in 9, C++, DirectX, Games Engineering, University
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yeah this red triangle means – I am selected.. I will be working on sprites manager over the weekend.. At least.. I have managed to select sprites inside of box described by start point and end point – both defined by mouse click and release. Class probably will be improved in the future but now.. [...]

Zombeesh back in 2D

Posted: 24th February 2011 by Luke Iwanski in 9, C++, Game, Games Engineering, University
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After lately chat with my tutor I have to move back to 2D based game. – time pressure and general overloading forced me to make this decision. GDD must be finished by tomorrow – but shall not fear! I have some resources. I will borrow units tile set from star craft – come on zombies looks almost like [...]

I see meshes everywhere!

Posted: 19th February 2011 by Luke Iwanski in 9, C++, C++, Game, Games Engineering, University
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Huzza!! I did it! I have learned how to create a mesh from .x file format! – now I only need to apply picking and I am good to go! Mesh.h 12345678910111213141516171819202122232425262728293031323334353637383940414243444546#pragma once #ifndef MESH_H #define MESH_H #include <d3dx9 .h> #include <vector> class Mesh {    friend class MeshInstance; public:    Mesh();    ~Mesh();   [...]

Frame Animation manager – 2D

Posted: 17th February 2011 by Luke Iwanski in 9, C++, C++, DirectX, Game, Games Engineering, progamming, University
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This week at university we have covered 2D frame animation – simple idea every frame is separate image. what we need are two classes: Animation AnimationManager Animation.h 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950#pragma once #ifndef ANIMATION_H #define ANIMATION_H #include <d3d9 .h> class Animation { private:    IDirect3DTexture9* texture;    int frameWidth;    int frameHeight;    int startFrame;    int endFrame; [...]

Just a quick note. I have managed to write Player Manager class which is kind a prototype.. the two issues that I am having are how to get an offset of a map.. if I am trying to set up offset to static DXDVECTOR3 variable inside Level class linker is complaining, passing as attribute well [...]