Search found 673 matches

by xDan
Thu Mar 17, 2011 11:47 am
Forum: Bug reports
Topic: Fullscreen (focus?) problems in 1.6 [update: and with 1.7.2]
Replies: 32
Views: 5412

Ok ok ok. The following procedure is currently reproducing the bug for me - or at least a bug that appears similar... Can anyone please confirm this does indeed reproduce the bug for them? (try it a few times - at least once it *hasn't* reproduced the effect, but most of the time it seems to) Using ...
by xDan
Wed Mar 16, 2011 11:09 pm
Forum: Bug reports
Topic: Fullscreen (focus?) problems in 1.6 [update: and with 1.7.2]
Replies: 32
Views: 5412

No, nothing unusual on the console.

Another note, I think alt+tabbing away and then back again fixed the problem when it occurred when in windowed mode. (I can't 100% state that is true though due to not being able to reproduce it right now)

@agamemnus, I'll try that tomorrow, thanks.
by xDan
Wed Mar 16, 2011 8:51 pm
Forum: Bug reports
Topic: Fullscreen (focus?) problems in 1.6 [update: and with 1.7.2]
Replies: 32
Views: 5412

No, though actually this problem has occurred in windowed mode too... (and the window just freezes and no rendering occurs)... Yet input still works (i.e. I can move the mouse + select menu items in my game), just rendering has frozen. and this is only on Linux, I think the Windows problem I had may...
by xDan
Wed Mar 16, 2011 8:02 pm
Forum: Bug reports
Topic: Fullscreen (focus?) problems in 1.6 [update: and with 1.7.2]
Replies: 32
Views: 5412

Unless I speak too soon, it seems to me commenting out glXSwapBuffers(X11Display, Drawable); in COpenGLDriver::endScene causes a similar effect... Are there any situations glXSwapBuffers could fail and thus be causing my problem? I notice some glX docs say glXSwapBuffers can give some errors, but I'...
by xDan
Wed Mar 16, 2011 4:42 pm
Forum: Bug reports
Topic: Fullscreen (focus?) problems in 1.6 [update: and with 1.7.2]
Replies: 32
Views: 5412

*bump* I've finally got around to looking at this again. And I've managed to reproduce the problem on 1.7.2, in the example apps. So the problem still seems to be there, and is not in my own code. See the example below. I have encountered the problem using that exact code. It's quite rare though, it...
by xDan
Wed Mar 16, 2011 10:05 am
Forum: Project Announcements
Topic: Puzzle Moppet (source released)
Replies: 63
Views: 34274

Hm, Your levels look like what I would want in my game. what did you use to make/texture your assets(like the ground block). Any shaders used to give them a nicer look? Blocks are just simple unit cubes, but with curved overhanging sides. The overhang extends beyond the unit cube, but curves downwa...
by xDan
Tue Mar 15, 2011 7:15 pm
Forum: Project Announcements
Topic: Puzzle Moppet (source released)
Replies: 63
Views: 34274

A small update... Now has: - tutorial across the first few levels - undo function! (also saves just before you fall off the world) - level ratings (can you get a "Perfect" score hmm?) - other minor things http://xzist.org/temp/puzzlegame/tutorial_small.png :arrow: PuzzleMoppetTrial.exe :ar...
by xDan
Sat Mar 12, 2011 8:12 pm
Forum: Game Programming
Topic: what do you use to create your thoughts on real?
Replies: 8
Views: 2143

I use an A4 lined notepad mostly... for scrawling thoughts, psuedocode of more complex algorithms, initial description of classes/methods. and lately my more solid design consists of creating an interface (IWhatever, as in Irrlicht), then making use of this interface in my project. Then only when I'...
by xDan
Thu Mar 10, 2011 4:14 pm
Forum: Beginners Help
Topic: template class vs abstract base. which designs???
Replies: 10
Views: 579

Well, I'd use templates, since it saves deriving a new class for every type. In my engine I have a Variant class inspired by this one (back when it was zlib not gpl..): http://trac.rtmpd.com/browser/trunk/sources/common/include/utils/misc/variant.h http://trac.rtmpd.com/browser/trunk/sources/common/...
by xDan
Thu Mar 10, 2011 2:32 pm
Forum: Beginners Help
Topic: anyone have mingw irrlicht 1.6.1 with DX9 ?
Replies: 3
Views: 239

hybrid wrote:You can usually find the versions provided by garritg in the FAQ forum.
awesome thanks :) don't know how I missed it...

I have seen that howto but I just need DirectX for a quick test build of something so like to avoid the hassle if possible :)
by xDan
Thu Mar 10, 2011 12:06 pm
Forum: Beginners Help
Topic: anyone have mingw irrlicht 1.6.1 with DX9 ?
Replies: 3
Views: 239

anyone have mingw irrlicht 1.6.1 with DX9 ?

Hello,

Yes I know there are various instructions for building Irrlicht with DX9...

But does anyone have Irrlicht 1.6.1 (or 1.6) ready built with DX9 to save me the effort? :)

(I specifically need 1.6 or preferably 1.6.1 so can't use the nightly builder..)
by xDan
Thu Mar 10, 2011 12:02 pm
Forum: Everything 2d/3d Graphics
Topic: which nose v2.0
Replies: 14
Views: 2698

> Didn't know people could be so pedantic over something so trivial.

Neither did I... until people playing the game complained about his nose :shock:
by xDan
Wed Mar 09, 2011 8:00 pm
Forum: Everything 2d/3d Graphics
Topic: which nose v2.0
Replies: 14
Views: 2698

I think I better stop there.. :D
by xDan
Wed Mar 09, 2011 1:00 pm
Forum: Everything 2d/3d Graphics
Topic: which nose v2.0
Replies: 14
Views: 2698

nespa wrote:2 points

Image
ahh that's cute, I like it! 8)

The plot thickens...
by xDan
Wed Mar 09, 2011 11:52 am
Forum: Everything 2d/3d Graphics
Topic: which nose v2.0
Replies: 14
Views: 2698

Cool :) btw, just in case anyone wondered the character is not actually done by me... it's the one thing in my game done by a "real" artist...