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dialgarocksful

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Posts posted by dialgarocksful

  1. Hi, I currently have an i3-4170 and an HD7750. I'm planning on streaming either 1080p50f or 720p60 sometime soon and I saw some random 3570s on our country's "Craigslist" for around $60. Considering my other parts of the build are in my signature box below, should I play with the i5 and stream with the i3 or just retain the build and stream via the i5. My target games for stream are not so AAA titles and mostly it would be Dota2, CSGO, some Unity-developed indie games, Cities Skylines, and NBA 2k series.

     

    Target i5 system:

    3570, H61 (whatever I get cheap), 4 or 8GB RAM (need help on this as well if streaming still needs 8GB or 4 is good), and a spare 80GB HDD for OS and OBS storage

  2. Preface: I live in Manila, Philippines. Use this site as reference guide for the GPU

     

    I'm looking for a used GPU that's around 120USD in the country. My target is to play almost everything at high-ultra 60-65 FPS on 2015/2016 AAA titles. My first option is Gigabyte RX460 WF, and theme options are either orange or black

  3. Anyways, I found the answer. Turns out, I also need to set the Y-position in the Update method

     

    protected override void Update(GameTime gameTime)
    {
                
    	for (arrayCtr = 0; arrayCtr < snowRect.Length; arrayCtr++)
    	{
    		randY[arrayCtr]++;
            if (snowRect[arrayCtr].Y > 770) 
            {
    			randX[arrayCtr] = rnd.Next(0, 1366);
    			randY[arrayCtr] = -5;
            }
            snowRect[arrayCtr] = new Rectangle(randX[arrayCtr], randY[arrayCtr], 10, 10);
        }
    
        base.Update(gameTime);
    }

     

  4. 2 minutes ago, SCHISCHKA said:

    hlsl programming

     

    i cant do that yet. I'm only limited to 2D games, so most likely the particles the player will be seeing is just a 4x4 pixel snow image that spawns from top to bottom in batches of 10

  5. 1 minute ago, fizzlesticks said:

    Use a single loop that goes from 0 to 100. You're breaking things up into batches of 10 but doing the same thing to every element anyway.

    it gave me a single line of 100 textures. Now, how do I fix this particles into batches of 10 or <insert number here> per instance?

  6. Anyways, without the use of engines I'm trying to create a snow effect in XNA. I'm definitely sure I'm doing something wrong since I'm targeting for a 100-count array and it only produces 10 (including updates). Here's my file and looking for some help in displaying all 100 in timed manner:

     

    public class Game1 : Game
        {
            GraphicsDeviceManager graphics;
            SpriteBatch spriteBatch;
    
            Texture2D snowTex;
            Rectangle[] snowRect;
            int[] randX;
            int posY, ctr, arrayCtr;
            Random rnd;
    
            public Game1()
            {
                graphics = new GraphicsDeviceManager(this);
                Content.RootDirectory = "Content";
                graphics.PreferredBackBufferHeight = 768;
                graphics.PreferredBackBufferWidth = 1366;
                IsMouseVisible = true;
            }
            protected override void Initialize()
            {
                snowRect = new Rectangle[100];
                randX = new int[100];
                ctr = 0;
                arrayCtr = 0;
                rnd = new Random();
                posY = -5;
                for (int q = 0; q < snowRect.Length; q++)
                {
                    randX[q] = rnd.Next(0, 1366);
                }
    
                base.Initialize();
            }
            
            protected override void LoadContent()
            {
               
                spriteBatch = new SpriteBatch(GraphicsDevice);
                snowTex = Content.Load<Texture2D>(@"Snow");
            }
            
            protected override void UnloadContent()
            {
                
            }
    
            
            protected override void Update(GameTime gameTime)
            {
                if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                    Exit();
    
                posY++;
                ctr++;
    
                for (arrayCtr = 0; arrayCtr < 100;)
                {
                    if (ctr == 120) // TRIGGERS A NEW SET OF SNOW PARTICLES EVERY 2 SECONDS
                    {
                        ctr = 0;
    
                        for (int q = 0; q < 10; q++)
                        {
                            randX[q] = rnd.Next(0, 1366); // RANDOMIZES NEW RANDOM X POSITIONS
                        }
                    }
    
                    arrayCtr += 10;
    
                }
    
    
                for (int q = 0; q < 100; q++)
                {
                    snowRect[q] = new Rectangle(randX[q], posY, 10, 10);
    
                    if (snowRect[q].Y > 770) //IF SNOW[Q] GOES PAST GRAPHICS WIDTH
                    {
                        posY = -5;
                    }
                }
    
                base.Update(gameTime);
            }
    
            
            protected override void Draw(GameTime gameTime)
            {
                GraphicsDevice.Clear(Color.CornflowerBlue);
    
                spriteBatch.Begin();
                for (int x = 0; x < 100;)
                {
                    for (int y = 0; y < 10; y++)
                    {
                        spriteBatch.Draw(snowTex, snowRect[y], Color.White);
                    }
                    x += 10;
                }
                spriteBatch.End();
    
                base.Draw(gameTime);
            }
        }

     

  7. 2 minutes ago, Charger said:

    It's probably the fov messing with you. Games like I'm fine with but like bioshock starts to give me a headache and makes me start to feel a bit sick.

    Seems weird. I can play Sniper Elite without being sick on a long run

  8. Hi. I just recently bought FO4 during the Summer Sale, and I'm just wondering why I can't play this game without making me feel dizzy and light-headed. It starts to appear 20 minutes within gameplay and it's like if I play 10 minutes more, I would faint. I already have my AC turned lowest and a fan pointed at my face to prevent that, but the light-headedness is still there. Any remedies for this?

     

    Side note: I can play other games on a marathon like Dota2, CSGO, and other casual games like SimCity and Mortal Kombat.

  9. My purpose of this build is to render 3D models in Maya (mentalray), stream some games in 720p (480p when internet is in peak use), and rendering 720p videos. I'm fine with slow render times since I formerly used an i3-2330M to render a 1080p 15-minute video (that rendered for 1 hour). 

     

    Here's the parts I already have:

    - Corsair Vengeance (HP) 2x4GB

    - Storages

    - Case

    - HD7750

    To get: Seasonic M12ii-520

     

    Choice A:

    - i3-4170 + Asus B85M-Gamer (sell this cheapo mid-tower, get a more value cube case)

     

    Choice B:

    - FX-6300 + MSI 970 Gaming (I'll be adding Hyper 212 Evo + a 0.5GHz overclock along the way)

  10. Some updates:

    - Only need how do I improve move/swap/slide the blocks.

     

    Here's my initial pseudocode. I added block[15] as a null texture and counts as a block

    for (int q = 0; q < 15; q++) 
    {
    		if (imageRectangle [x].position.y == imageRectangle[15].position.y) 
            { // FOR ADJACENT BLOCK-EMPTYBLOCK SLIDES
    			imageRectangle [x].y += 75;
    			imageRectangle [15].y -= 75;
    		}
    }

     

  11. 9 hours ago, dannytech357 said:

    I'm assuming you're using Unity, which I'm not that experienced in, but I can give you some pseudocode to go off of for the randomization.

    
    Some sort of loop {
    	Number = Generate random number
    	Switch(number) {
    		case 0:
    			Add block 1
    		case 2:
    			Add block 2
    		etc.
    	}
    }

     

    forgot to bump it. i'm already finished the code for the spawn rng. i used a list<>. thanks for the pseudocode though, i appreciated it

  12. Hi guys, I'm looking for someone to aid me while making a Sliding Puzzle game. I already made the initial code and I can't figure out how to these methods:

    - randomizing initial blocks (done)

    Spoiler
    
    for (int q = 0; q < 15;) 
    {
         int a = Random.Range (0, 15);
         if (!randomList.Contains (a)) 
         {
         	randomList.Add (a);
         	q++;
         }
    }

     

    - moving the blocks

    - checker as well if the blocks should move accordingly

     

    I'm using Texture2D for the blocks

     

    here's the code snip:

     

    Spoiler
    
    using UnityEngine;
    using System.Collections;
    
    public class ActivityScript : MonoBehaviour {
    
    	public Texture2D[] image1;
    	public Texture2D image2;
    	Rect[] imageRectangle;
    	Rect backgroundImage;
    	bool isCalled, isPressed;
    	GUIStyle menuStyle;
    
    	int randomer, x, y;
    	void Start () {
    		x = 0;
    
    		menuStyle = new GUIStyle ();
    		menuStyle.alignment = TextAnchor.MiddleCenter;
    		menuStyle.normal.textColor = Color.white;
    
    		backgroundImage = new Rect (0, 0, Screen.width, Screen.height);
    		isCalled = false;
    		isPressed = true;
    
    		imageRectangle = new Rect[15];
    
    		imageRectangle [0] = new Rect (Screen.width / 2 - 150, Screen.height / 4 - 75, 75, 75);
    		imageRectangle [1] = new Rect (Screen.width / 2 - 75, Screen.height / 4 - 75, 75, 75);
    		imageRectangle [2] = new Rect (Screen.width / 2, Screen.height / 4 - 75, 75, 75);
    		imageRectangle [3] = new Rect (Screen.width / 2 + 75, Screen.height / 4 - 75, 75, 75);
    
    		imageRectangle [4] = new Rect (Screen.width / 2 - 150, Screen.height / 4, 75, 75);
    		imageRectangle [5] = new Rect (Screen.width / 2 - 75, Screen.height / 4, 75, 75);
    		imageRectangle [6] = new Rect (Screen.width / 2, Screen.height / 4, 75, 75);
    		imageRectangle [7] = new Rect (Screen.width / 2 + 75, Screen.height / 4, 75, 75);
    
    		imageRectangle [8] = new Rect (Screen.width / 2 - 150, Screen.height / 4 + 75, 75, 75);
    		imageRectangle [9] = new Rect (Screen.width / 2 - 75, Screen.height / 4 + 75, 75, 75);
    		imageRectangle [10] = new Rect (Screen.width / 2, Screen.height / 4 + 75, 75, 75);
    		imageRectangle [11] = new Rect (Screen.width / 2 + 75, Screen.height / 4 + 75, 75, 75);
    
    		imageRectangle [12] = new Rect (Screen.width / 2 - 150, Screen.height / 4 + 150, 75, 75);
    		imageRectangle [13] = new Rect (Screen.width / 2 - 75, Screen.height / 4 + 150, 75, 75);
    		imageRectangle [14] = new Rect (Screen.width / 2, Screen.height / 4 + 150, 75, 75);
    	}
    	
    
    	void Update () {
    		if (Input.GetKeyDown (KeyCode.Escape)) {
    			isCalled = false;
    			isPressed = true;
    		}
    
    		/*if (Input.GetMouseButtonDown ("Fire1")) {
    			
    		}*/
    
    	}
    
    	void OnGUI()
    	{		
    		if (isCalled) {
    			
    			GUI.DrawTexture (imageRectangle [0], image1 [0]);
    			GUI.DrawTexture (imageRectangle [1], image1 [1]);
    			GUI.DrawTexture (imageRectangle [2], image1 [2]);
    			GUI.DrawTexture (imageRectangle [3], image1 [3]);
    
    			GUI.DrawTexture (imageRectangle [4], image1 [4]);
    			GUI.DrawTexture (imageRectangle [5], image1 [5]);
    			GUI.DrawTexture (imageRectangle [6], image1 [6]);
    			GUI.DrawTexture (imageRectangle [7], image1 [7]);
    
    			GUI.DrawTexture (imageRectangle [8], image1 [8]);
    			GUI.DrawTexture (imageRectangle [9], image1 [9]);
    			GUI.DrawTexture (imageRectangle [10], image1 [10]);
    			GUI.DrawTexture (imageRectangle [11], image1 [11]);
    
    			GUI.DrawTexture (imageRectangle [12], image1 [12]);
    			GUI.DrawTexture (imageRectangle [13], image1 [13]);
    			GUI.DrawTexture (imageRectangle [14], image1 [14]);
    		}
    
    		if (isPressed) {
    			GUI.DrawTexture (backgroundImage, image2);
    			if (GUI.Button (new Rect (Screen.width / 2 - 50, Screen.height / 2 + 100, 105, 105), "Start Game", menuStyle)) {
    				isCalled = true;
    				isPressed = false;
    			}
    		}
    	}
    }

     

     

  13. 1 minute ago, SLAYR said:

    Yeah it should be fine it then, just you probably don't want to use the leds again or they might burn again, or look for ones with less wattage.

    It's more on the cheap side of LED. 3-pack whites costs roughly $0.50. I just forgot to separate the 12V and the ground by using an electrical tape. I'll replace it by tomorrow

  14. 1 minute ago, SLAYR said:

    Yeah if you are using the software based readings they are usually not really reliable as measuring the voltages directly, and to test the molex you could try to plug a fan in or some other molex device in and see if it works.

    tried connecting a fan, still works. so safe to say it's still fine?

  15. 2 minutes ago, SLAYR said:

    if it still supplies to correct voltages then it should be fine, make sure the molex wires don't have damage to them though. 

    it didn't reached the molex. the burnout was only less than an inch. any particular software that gives psu voltage?

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