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My first intro/demo

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Post  sirius)(black Wed Nov 03, 2010 5:59 pm

i don't know what it's gonna be yet, depends on engine size, guess it'll be demo, cause it's 350k at the moment, perhaps if there's a 512k intro compo somewhere i could manage, but that'd be a lot of content, anyways, i'd wanted to show you the result so far, its only the audio engine, the visual engine isn't done yet, so that'll show up some time soon i think,here it is

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Post  Admin Wed Nov 03, 2010 6:06 pm

Sounds promising..! Keep us updated. Very Happy

Also, I moved this topic to "The Showroom - > Other", as this belongs to the proper section. Smile

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Post  sirius)(black Fri Nov 12, 2010 9:04 am

hmm... i'm in a bit of a dilemma at the moment
my code currently has the framework for the visual engine as well
but i've got a sort of switch thing which is screwing the heck out of the program
basically, if i run an application.doEvents(), the audio engine crashes and doesn't do anything anymore
if i don't the visual engine crashes and doesn't update the screen

here's the code for the main class and the camera objects: http://pastie.org/1293090
if anyone knows what might be wrong, that'd be awesome Wink

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Post  Admin Fri Nov 12, 2010 1:05 pm

Have you tried with some other audio library?

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Post  Admin Fri Nov 12, 2010 1:27 pm

Try using some kind of other graphical framework or something. Have you tried the infamous XNA?

Btw something happened with the posts.

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Post  sirius)(black Fri Nov 12, 2010 1:29 pm

the point is im making my own graphical framework really

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Post  Admin Fri Nov 12, 2010 1:59 pm

Oh, if you are working in C# it might be hard. All it has is this "Paint"-event thing. Alternatively you can use another library or framework. I am using Tao Framework for .NET atm.

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Post  sirius)(black Sun Nov 14, 2010 10:21 am

im getting somewhere with the visual engine, it's currently crashing the moment it's drawing one of the triangles, and that SHOULD be one of the last problems for now, i also managed to make it function in paralel to the audio engine by setting it to a seperate thread,
device.DrawUserPrimitives(PrimitiveType.TriangleList, 0 , getverts());
is the line it's crashing on, even though i should currently be rendering 0 triangles

getverts returns the vertices from the triangle im rendering

edit: nvm the problem was apparently that you cant send actions like that 4 methods deep:s

edit: yay, i got it working
had to rebuild my mesh because i was drawing it partially inverted, but nvm that
now if only i could find out how to get rotation working

basically im sending an Rx, Ry and an Rz to the mesh, which define what type of rotation should be made this step, so an Rx of 1 should mean the mesh rotates by 1 degree/radian/unit around its X-axis this step

here's what im using at the moment:
http://pastie.org/1302527

edit 4 or whatever im at now: it's finally working as i want it(well... almost, there's still a LOT to add/edit/change)

here's a screenie of a white cube being rotated:
https://2img.net/h/oi52.tinypic.com/293egt1.png

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Post  Admin Tue Nov 16, 2010 3:04 pm

Looks awesome! I'll spend some time on the engine when I have some time. Smile Been quite busy now, though.

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Post  sirius)(black Wed Nov 17, 2010 9:46 am

it's coming along nicely, here's a new pic with a blue scaled cube and a multi-colored A mesh

http://nl.tinypic.com/r/2co362d/7

also, the thing that makes the cube a cube is 2 lists of integers/doubles

this list contains all the triangles:
Code:
{                  {2,6,7},
                    {2,7,3},
                    {1,2,3},
                    {0,1,3},
                    {5,1,0},
                    {4,5,0},
                    {6,5,4},
                    {7,6,4},
                    {5,6,2},
                    {1,5,2},
                    {0,3,7},
                    {4,0,7}};
and this list contains the vertex locations:
Code:
{
                    { sx, sy, sz},
                    { sx,-sy, sz},
                    {-sx,-sy, sz},
                    {-sx, sy, sz},
                    { sx, sy,-sz},
                    { sx,-sy,-sz},
                    {-sx,-sy,-sz},
                    {-sx, sy,-sz}};

for the A it gets bigger
triangles:
Code:
{
{2,0,1},
{3,0,2},
{2,1,4},
{0,3,7},
{3,5,7},
{5,8,7},
{3,6,5},
{4,6,3},
{10,9,6},
{10,6,4},
{10,4,1},

{12,11,13},
{13,11,14},
{15,12,13},
{18,14,11},
{18,16,14},
{18,19,16},
{16,17,14},
{14,17,15},
{17,20,21},
{15,17,21},
{12,15,21},

{18, 11, 0},
{18,0,7},
{19,18,7},
{19,7,8},
{16,19,8},
{16,8,5},
{17,16,5},
{17,5,6},
{20,17,6},
{20,6,9},
{21,20,9},
{21,9,10},
{12,21,10},
{12,10,1},
{11,12,1},
{11,1,0},

{2,13,14},
{3,2,14},
{3,14,15},
{4,3,15},
{4,15,13},
{2,4,13}
};
vertex locations:
Code:
{
 {-0.25*sx, sy    , sz},
 {0.25*sx , sy    , sz},
 {0      , 0.6*sy , sz},
 {-0.25*sx, 0.2*sy , sz},
 {0.25*sx , 0.2*sy , sz},
 {-0.5*sx , -0.2*sy, sz},
 {0.5*sx  , -0.2*sy, sz},
 {-sx    , -sy    , sz},
 {-0.75*sx, -sy    , sz},
 {0.75*sx , -sy    , sz},
 {sx      , -sy    , sz},
 {-0.25*sx, sy    ,-sz},
 {0.25*sx , sy    ,-sz},
 {0      , 0.6*sy ,-sz},
 {-0.25*sx, 0.2*sy ,-sz},
 {0.25*sx , 0.2*sy ,-sz},
 {-0.5*sx , -0.2*sy,-sz},
 {0.5*sx  , -0.2*sy,-sz},
 {-sx    , -sy    ,-sz},
 {-0.75*sx, -sy    ,-sz},
 {0.75*sx , -sy    ,-sz},
 {sx      , -sy    ,-sz}
};

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Post  Admin Wed Nov 17, 2010 10:39 am

Oh heeey, really coming along nice I see. Keep us updated! Smile

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