So I have finished all of Chapter 4 and I am on the final exercise of Chapter 5 of the RTS programming book. Right now I am have an issue with the vertex shaders and the terrain. Once again, this will require going though the example code and taking a look at mine to see what little step I have forgotten.
So far it is just a fancy terrain map with some functions for later use. Most of the problems I have encountered so far usually stem from tying to understand the subtleties of graphics programming in Direct X. It is kind of interesting, I am not much of an artist so I don't know much about creating texture files and actual models. However, I know all the math that goes on behind the scenes. Matrix multiplication and inverses. Using dot products to find projections and distances.
I am getting in to DirectX. Well at least I am enjoying programming 3D graphics. It just makes sense. Put things in the world, then "do the math" to show it on the screen. I was thinking about writing my own 2D Isometric view engine, but being the engineer that I am, I would rather use someone else tools then build my own.
Rogue is a dungeon crawling video game first developed by Michael Toy and Glenn Wichman around 1980. It is generally credited with being the first "graphical" adventure game, and was a favorite on college Unix systems in the early to mid-1980s, in part due to the procedural generation of game content.
-- http://en.wikipedia.org/wiki/Rogue_(computer_game)
-- http://en.wikipedia.org/wiki/Rogue_(computer_game)
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