[QUOTE=Overv;31698373]With the help of Xylorast, who had the same problem as polkm, I've found a mistake in my context attributes snippet. You need to insert the value [i]WGL_CONTEXT_FLAGS_ARB[/i] before [i]WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB[/i], otherwise it'll be invalid and strange things begin to happen.[/QUOTE]
Guess I should stop lurking. I'm rewriting my OpenGL game engine as I go through Overvs tutorials (Used OpenGL 1.1 before).
[IMG]http://i.imgur.com/7KUz5.png[/IMG]
[QUOTE=Overv;31699629]The people here who are using OpenGL on Windows may be disappointed because of the slight delay caused by writing the Linux context creation chapter, but compared to Windows it's hilariously easy. The functions needed to create a forward-compatible context are built in, so there's no need for any of those ridiculous dummy objects.[/QUOTE]I agree, I've not written anything on linux for a while but I remember it being simple compared to the excuse for an API windows has.
I hate coding something and then worry yourself silly that it's not optimized enough and your a shit coder based on this.
[QUOTE=Jimmylaw;31700286]I hate coding something and then worry yourself silly that it's not optimized enough and your a shit coder based on this.[/QUOTE]
Well I wouldn't say it's a bad thing. Me myself constantly have that opinion about my coding, and I believe that by having that it will only make me better.
[QUOTE=Jimmylaw;31700286]I hate coding something and then worry yourself silly that it's not optimized enough and your a shit coder based on this.[/QUOTE]
Watching this helped me get over that feeling a lot. It's about a 70 minute speech from the developer of Braid discussing how to write good code efficiently. Basically, know where efficiency matters, and where it doesn't, the simplest and most direct solution is usually the best, as opposed to the faster but harder to write solution.
[url]http://the-witness.net/news/2011/06/how-to-program-independent-games/[/url]
[QUOTE=Jimmylaw;31700286]I hate coding something and then worry yourself silly that it's not optimized enough and your a shit coder based on this.[/QUOTE]If you've just written it you probably shouldn't worry about how optimized it is. You should only consider optimizing when something is running too slowly or the project is coming to completion and you've got nothing better to do.
What happened to that fag.... efex?
[QUOTE=danharibo;31700515]If you've just written it you probably shouldn't worry about how optimized it is. You should only consider optimizing when something is running too slowly or the project is coming to completion and you've got nothing better to do.[/QUOTE]
Its not that, I just look in this thread and see people drawing thousands of blocks at like 700 fps and I look at my 300 models being drawn and updated at 30ish fps and it makes me wonder where i am going wrong.
[QUOTE=Jimmylaw;31700586]Its not that, I just look in this thread and see people drawing thousands of blocks at like 700 fps and I look at my 300 models being drawn and updated at 30ish fps and it makes me wonder where i am going wrong.[/QUOTE]If you're using OpenGL or another graphics library you just have to look up the optimizations you can do like Array Buffers that'll give you a whole bunch of performance
I am in love with Riemer, by far the best tutorials I've ever seen.
:smile:
[IMG]http://i55.tinypic.com/1zmfatx.png[/IMG]
Played about with the colours, doubled the heightmap/mesh resolution, added a load of controls. Now I'm working on adding a first person camera so you can run around on the terrain. I'll do a tutorial on texturing it too, soon!
EDIT: Trying to write a script that takes all the blue water and levels it at a sensible height, just need to decide how to find individual lakes and do them seperately.
[QUOTE=danharibo;31700649]If you're using OpenGL or another graphics library you just have to look up the optimizations you can do like Array Buffers that'll give you a whole bunch of performance[/QUOTE]
I'm using directx
[QUOTE=Overv;31699629]The people here who are using OpenGL on Windows may be disappointed because of the slight delay caused by writing the Linux context creation chapter, but compared to Windows it's hilariously easy. The functions needed to create a forward-compatible context are built in, so there's no need for any of those ridiculous dummy objects.[/QUOTE]
Got an eta for Linux content? :>
[QUOTE=mmavipc;31700550]What happened to that fag.... efex?[/QUOTE]
you miss me?
That was easier than I thought, made the water level out properly and go darker the deeper it is. Time for bed now, methinks.
[IMG]http://i56.tinypic.com/2gtb0xk.jpg[/IMG]
[QUOTE=ThatLuaCoder;31700833]Got an eta for Linux content? :>[/QUOTE]
Tomorrow afternoon.
[editline]13th August 2011[/editline]
I love this avatar.
[QUOTE=Overv;31701110]Tomorrow afternoon.
[editline]13th August 2011[/editline]
I love this avatar.[/QUOTE]
So a couple weeks?
Recently started stage 2 of my course at College, all we are doing this semester is working on a Game. We have to do project management stuff as well but since there's multiple of us the boring stuff can be shared out.
We are using Torque 3D because that's what they've been teaching us the last year or so, it's not that bad but can be annoying with some things.
Most things we do in it are using it's scripting language (TorqueScript) which is similar to C but is missing quite a lot of stuff. Like arrays :I, It does have fake ones as in you can organise variables like var[#], but there's nothing keeping track of it's length or any nice built in functions to deal with them.
If there's something we want to make but is too complicated or just can't be done/changed through the scripting we modify the Engine. Torque 3D provides you with the source and generates Visual studio projects for whatever you're making in it. It's all in C++ but the source code is pretty messy in some places D:.
The game we're making can simply be put as an Third Person Class based shooter (we joke around about how similar parts sound like TF2 and Monday Night Combat). OK, now I've explained the back story; time for what i'm actually working on:
I did quite a bit this week but i'm just gonna talk about the Game-modes i worked on. This was all done via scripting so it was pretty easy (not that editing the engine is that much harder). By default the engine comes with Deathmatch and multiplayer and since this is a Team based game i set-up teams to make it Team Deathmatch. After that I started work on a Control Points game-mode and made some placeholder GUI elements to show off the team score and capturing progress as well as temporary CP symbols inspired by UT99:
[img]http://i.imgur.com/9Bilo.png[/img]
I've made sure that almost everything to do with setting up and map for a game-mode is automated. To make a Control Point map all you have to do is draw some transparent cubes (triggers) and set them to a Control Point trigger and it does the rest. The same goes for CTF, all you have to do is place a blue and red flag and label the map as CTF and it does the rest. I also added CTF this week but it was mainly just copy+paste from an old project of mine and then modifying it to work better.
The character, gun and most of the GUI shown above is what comes with the engine. We have 6 people in the Multimedia course that are working on the graphics part of our game but we only started a couple of weeks ago (and only go 3 days a week :P).
[QUOTE=kraffslol;31701503][img]http://dl.dropbox.com/u/1093888/ZScreen/2011-08/Screenshot-2011-08-13_04.17.26.png[/img]
Header parsing!
Todo: File reading[/QUOTE]
That's neat.
Does it send a 404 header thing when there isn't a page?
[editline]12th August 2011[/editline]
[QUOTE=Torrunt;31701812]Recently started stage 2 of my course at College, all we are doing this semester is working on a Game. We have to do project management stuff as well but since there's multiple of us the boring stuff can be shared out.
We are using Torque 3D because that's what they've been teaching us the last year or so, it's not that bad but can be annoying with some things.
Most things we do in it are using it's scripting language (TorqueScript) which is similar to C but is missing quite a lot of stuff. Like arrays :I, It does have fake ones as in you can organise variables like var[#], but there's nothing keeping track of it's length or any nice built in functions to deal with them.
If there's something we want to make but is too complicated or just can't be done/changed through the scripting we modify the Engine. Torque 3D provides you with the source and generates Visual studio projects for whatever you're making in it. It's all in C++ but the source code is pretty messy in some places D:.
The game we're making can simply be put as an Third Person Class based shooter (we joke around about how similar parts sound like TF2 and Monday Night Combat). OK, now I've explained the back story; time for what i'm actually working on:
I did quite a bit this week but i'm just gonna talk about the Game-modes i worked on. This was all done via scripting so it was pretty easy (not that editing the engine is that much harder). By default the engine comes with Deathmatch and multiplayer and since this is a Team based game i set-up teams to make it Team Deathmatch. After that I started work on a Control Points game-mode and made some placeholder GUI elements to show off the team score and capturing progress:
[img]http://i.imgur.com/9Bilo.png[/img]
I've made sure that almost everything to do with setting up and map for a game-mode is automated. To make a Control Point map all you have to do is draw some transparent cubes (triggers) and set them to a Control Point trigger and it does the rest. The same goes for CTF, all you have to do is place a blue and red flag and label the map as CTF and it does the rest. I also added CTF this week but it was mainly just copy+paste from an old project of mine and then modifying it to work better.
The character, gun and most of the GUI shown above is what comes with the engine. We have 6 people in the Multimedia course that are working on the graphics part of our game but we only started a couple of weeks ago (and only go 3 days a week :P).[/QUOTE]
That looks awesome but it kind of looks weird how the environment isn't as detailed as the character and the gun. It kind of feels out of place.
I'm a torque user, and I wish you luck on braving the horrid mess that the torque source code is.
[QUOTE=awfa3;31701833]That looks awesome but it kind of looks weird how the environment isn't as detailed as the character and the gun. It kind of feels out of place.[/QUOTE]
Well none of the graphics there are going to be in the final game, it's just stuff that came with the engine and some stuff i threw together for testing purposes.
[QUOTE=neos300;31701907]I'm a torque user, and I wish you luck on braving the horrid mess that the torque source code is.[/QUOTE]
Cheers. Been using it for a bit over a year now, can always hear someone complaining about something in it XD.
Damnit! I really want to use linq as it makes selecting/inserting into a database really easy. But the one linq to sql project I found is buggy/incomplete as hell and none of the examples use inserting because of how buggy/incomplete it is :(.
[QUOTE=awfa3;31701833]That's neat.
Does it send a 404 header thing when there isn't a page?
[/QUOTE]
Yep :>
[QUOTE=Overv;31701110]Tomorrow afternoon.[/QUOTE]
Good thing I uninstalled linux couple days ago...
[QUOTE=high;31701969]But the one linq to sql project I found is buggy/incomplete as hell and none of the examples use inserting because of how buggy/incomplete it is :(.[/QUOTE]
hey its open source quit bitching and fix it yourself jesus!!!
So Overv, are you writing a releasing per day? That's what it seems like so far
[QUOTE=tanraga;31702818]hey its open source quit bitching and fix it yourself jesus!!![/QUOTE]
Who said it was open source? The open source one I found is even more incomplete. So far it seems that the only complete ones require you to buy a license :\.
[QUOTE=Nigey Nige;31694745]Fuck webdev, who wants to playtest[/QUOTE]
I'll be (maybe brutally) honest, and hope it helps.
-Does it run?
Yes
-Does it continue to work after several playthroughs?
maybe? (I had to close it then reopen to start a new game)
-Is it in any way fun?
no. Unfortunately it is just clicking.
-If not, what do you think could make it fun?
I'm not sure exactly, but there isn't any strategy involved. There is unlimited resources, and doesn't seem to be any reason not to train axewomen. Perhaps instead of just clicking buttons over and over again, at the beginning of the round you choose each lane and how many units go there. Then the round starts and you get to see it play out. Axewomen costing more than swordsmen of course. Unfortunately the idea seems rather limited, unless you can add some depth somewhere, or add some unique gameplay element/twist.
(also axewomen stack up on each other, while swordsmen line up behind each other)
-Would you like to make me some less shitty art?
No. I think you should focus more on gameplay first.
Just saw that [url=http://www.mapeditor.org/]Tiled[/url] added a Lua table exporter.
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