Added: 3 years ago
From: NemoKradXNA
Views: 9,987
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:

All Comments (35)

Sign In or Sign Up now to post a comment!
  • Cool Vid, i like it, thumbs up!!

  • Why aren't you using back(front) face culling ?

  • @spiricn Because I wanted to show the terrain as I moved out past it's edge. Why?

  • holy shit nice man how long did it take u to make?

  • I'm new, how did you do that? It looks awesome, by the way, good job :)

  • good engine

  • wow cool! 5/5

  • Nice but i think the lightning at some parts is not perfect.

    Some parts are very lightless and other very bright.

  • Yes, I have not put any ambient lighting in the shader.

  • Man i am new to all this C++ and dark gdk stuff and it makes my head spin. I just finished a VERY SIMPLE FPS, but it was hard as hell for me to do because it was my very first attempt making an FPS using C++ and dark GDK... Man i have a long road to travil.

  • Yes we all do. This was not done in GDK. It's plain old native (unmanaged) C++

  • Never used XNA, I use Dark GDK with C++, but if those are shaders, then i have to admit you did a good job. Anyways is C# easier then C++, C++ isn't too bad, but Im wondering which is easier.

  • C# under XNA is easier to get started with as stuff like device and window creation is pretty much done for you and it comes with a built in time step mechanism, C++ (under the native DX I have used) does not. So you have to at least know how to create a window in C++, create a graphics device etc..

  • Actually Dark GDK creates the window, and inititliazes thignd for you, you just have to know where to put your code. It is based on dark basic, so this is dark gdk:

    if you want to load object, then:

    dbLoadObject("sample.x",1);

    loads "sample.x" model and assigns it an object id of 1.

  • Cool, XNA is similar but you get a fully overridable content pipeline too.

    All that Dark Basic/GDK sounds pretty cool. If I EVER get time to have a play with it I will. I'll take a look at your channel, I presume you have samples??

  • I am focusing on dark gdk tutorials, i do have programs that i coded, but I never upload them to youtube, mostly because they are garbage or they aren't much to show.

  • Be cool to see them anyway!

    Can you use shaders in DGDK? If so you could use mine, if not I could write some for you :)

  • Yes you can use shaders, I think Dark GDK comes with one or two sample tutorials on shaders.

    But I don't really use shaders in my games, but do they make a game look much better and are they very useful?

  • YES, and YES!

    You have TOTAL control over the graphics output.

    Take a look at the rest of my clips on this channel and you will get an idea of what you can do with them.

  • Anyways do you have any shaderrs that you can send me? Any shaders would be accepted, just personal message me.

  • Loads mate, take a look at my blog, it's mentioned at the end of most of my clips.

    I will message you the blog anyway.

  • Holy shit... that is pretty good mapping (at least 3 different map layers probably, such as bump)

    But the most important thing is is that the hit detection is precise.

  • Glad you like it.

  • looks very nice. Good job

  • ok..you need to put the code for this up somewhere.. i'm actually doing the exact same thing.. i started with the riemer's xna tutorials then thought id get my hands real dirty and started porting his tutorials to C++.. seeing this gives me hope.. if u can do it i can too.. bravo for the effort though

  • I am putting the code up slowly on my blog spot blog.

    I can't put the link here (YouTube won't let me) so will message you directly.

    I have not updated it for a while due to lack of time, but I will at some point.

    Hope it helps :)

  • I thought i could only do console apps...

    How do I do THAT with C++!!!

  • wow amazing dude

  • How many polygons are in this terrain?

  • If I remember right it's built from a 128x128 map file, so 128X128 verts are used to draw it, I am using no culling at this point, just throwing all the verts at the card and letting it worry about them.

  • greet stuff is xna free please

    reply soon

  • Yep, XNA is free, as long as you only want to do games for the PC. For Xbox games you need a creators club membership.

  • is that an open source engine or did you create it?:O

  • I created it. When I have time I am going to put the source up for download off my blog.

  • yes i am but i was going to start with the 2D sidescroller first but yea i am u said it was the Hazy Mind site

  • yes very good!!! im still working in C# sadly and i am having a hard time trying to focus really... do u have any pointers on how u started

  • Yes. I started out going through the tutorials on the Hazy Mind site. It's an engine in XNA by Mike Schulds and is a great starting place. The community there is very helpful to, bit quiet there now though. Oh, and the CC examples, they are useful once you get into it. Are you learning C# as well as 3D?? If that's the case, best to get C# under your belt first.

  • i mean like for example ur using C# and then use the same project and use C++ to finish it... now can u really do that...

  • Ah. No. I am using the terrain shader I wrote for XNA (in HLSL) in my C# terrain and my C++ terrain. The actual game/engine code is different. HLSL is a shader language that can be used across languages, it is independent to the engine language.

  • how do u combine language codes

  • Not sure what you are asking there mate, can you be a bit more clear on what you need to know?

  • The lighting is Very good.

    Hey, good work.

    Like im still learning on tutorials, i got to loops at the moment, yeah, thats pretty far from the door that takes you to game development.

  • lol see now im even sadder. but wat program you use to create your enviorment and how would you create a shader engine

  • For this I used C++ and VS2008.

  • I would love to play a fighting game with guns on that map. it would be pwnage. missles flying every which way and people exploding on impact. lolz... low gravity so high jumping W()()T

  • lol, cool glad you like it...

  • very nice but im still learning C# *cries*

  • lol, well I did this in C#/XNA first. Take a look at my blog and you will see it there sample code and everything...

  • nice, im waiting for more videos :)

  • Very nice, now stop it. The rest of us can't keep up in C++!

  • Naa, you would do fine, concepts are the same, just the language....

  • Good stuff indeed. What prompted the switch to C++? I hope a valued XNA Community member such as yourself isn't leaving us for good.

  • Nope, not switching, just having a dabble...can't hurt can it?

  • If you do the same actual stuff on C#/C++ versions, whats the frame rate difference? (disable fixed time step and v-sync)

  • There is ~5 FPS difference. BUT remember the XNA stuff is layered up, the C++ is pretty raw and no where near as flexible. For example my XNA example drives from DrableGameComponent and so has all the extra bits that go with it, the C++ one is just my class... Still I think for the benefits of XNA I will pay the 5FPS most of the time.

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more