• What are you working on? v19
    6,590 replies, posted
[QUOTE=DevBug;32018318]Congratulations, you've successfully proved your arrogance![/QUOTE] Seeing you communicate‒ Seeing you [i]attempt[/i] to communicate an argument is like.. watching John Cleese play tennis. The difference is he intends to be hilarious.
Which language would fit a 3D RTS game like Age of Empires better? C++ or C#?
Hell yeah this is fun! I got a proper zbuffer working [img]http://i.imgur.com/UkKLW.gif[/img]
Or Java? [editline]30th August 2011[/editline] My automerge
[QUOTE=TerabyteS_;32018557]Which language would fit a 3D RTS game like Age of Empires better? C++ or C#?[/QUOTE] I'd vote for C++, however you could get the job done in either so at the end of the day it's entirely up to what you prefer using. Edit: Not java.
[QUOTE=Dotmister;32018577]I'd vote for C++, however you could get the job done in either so at the end of the day it's entirely up to what you prefer using. Edit: Not java.[/QUOTE]Okay. I'm tempted to go with C++ because it's the one I know better between the two. Is it easy to integrate LUA into a C++ program to, say, use it for levels, characters, entities, etc.? [editline]30th August 2011[/editline] Also, there's one question which bothers me a lot: when you start working on a big game in a language like C++, how are you supposed to plan/keep track of/improve the structure of it as you go? I really can't seem to find a starting point for such a project.
[QUOTE=TerabyteS_;32018660]Okay. I'm tempted to go with C++ because it's the one I know better between the two. Is it easy to integrate LUA into a C++ program to, say, use it for levels, characters, entities, etc.? [editline]30th August 2011[/editline] Also, there's one question which bothers me a lot: when you start working on a big game in a language like C++, how are you supposed to plan/keep track of/improve the structure of it as you go? I really can't seem to find a starting point for such a project.[/QUOTE] Get your ass on Steam, you.
[QUOTE=Murkrow;32018079]If the server explodes I'll hold you responsible Even though today (in the last 12 hours) we got three times the visitors that we got yesterday (in the entire day). I have no idea where people keep coming from. (I love finding excuses to post the statistics bullshit, it's satisfying)[/QUOTE] I saw it on Slashdot and somewhere else, pretty awesome.
@TerrabyteS_: The language is really not the question. C#, C++ and Java can do it. The real question is, in which language do you have more experience? Also, do you plan to release it ? If so, what is your target audience / platform. If you only want to program it for yourself and your friends I'd advise against C/++ because you will get more done in the same time in other languages. (or so i heard :v:) But if you know C++ well already, then theres not much of a reason not to use it. All of the above languages are perfectly suited to make such a game. As I said, the question(s) you should be asking are different. @Vampired: Looks really good! What's "pseudo" 3d about it? (I've only worked in 2d till now)
[QUOTE=TerabyteS_;32018660]Okay. I'm tempted to go with C++ because it's the one I know better between the two. Is it easy to integrate LUA into a C++ program to, say, use it for levels, characters, entities, etc.? [editline]30th August 2011[/editline] Also, there's one question which bothers me a lot: when you start working on a big game in a language like C++, how are you supposed to plan/keep track of/improve the structure of it as you go? I really can't seem to find a starting point for such a project.[/QUOTE] Yep, it's easy to add lua functionality to your program in C++, as for organising the project. That's pretty much the ultimate question. It just takes experience and you need to keep actively developing the project so you don't lose the overview which you might if you leave it for a few weeks. If you're making a large-ish game I wouldn't expect you to get half of things right first time and I'd just write some time off expecting to rewrite lots of it after you get more experience. In terms of where to start it depends really, you can either go straight into making functionality of the game, or you could write the base code first. I usually write some kind of state system which handles input and other events, then slowly build the functionality up from that. I find this generally reduces the amount of code I have to rewrite as I wonder what the hell I did before
[QUOTE=Felheart;32018849]@TerrabyteS_:[/quote]Why can't anybody spell my name right :v: (just kidding)[quote]The language is really not the question. C#, C++ and Java can do it. The real question is, in which language do you have more experience?[/quote]In that case I'd go with C++ because it's the one I've used the most, but I need to get a bit better at it.[quote]Also, do you plan to release it ? If so, what is your target audience / platform. If you only want to program it for yourself and your friends I'd advise against C/++ because you will get more done in the same time in other languages. (or so i heard :v:)[/quote]It would be more of a personal project, but if it becomes big and works well, I could release it on Steam or something. I'm being optimistic here anyway.[quote]But if you know C++ well already, then theres not much of a reason not to use it. All of the above languages are perfectly suited to make such a game. As I said, the question(s) you should be asking are different.[/QUOTE] But yeah, that's not the only problem I have. I currently can't figure out how I should go about building it (the only SFML game I've ever made was a mess), where/how I should start, how to structure it and how to continue to develop it.
If you want to learn I'd suggest to start with something simpler. Maybe start with a cardgame, then tetris or mario. While these games have thousands of clones on the web, they have plenty of open-source demos and examples to offer. If you decide to work your way up you'll have much more fun programming games. I think when you don't know where to start and what to do, then that's a clear sign that you shouldn't start with such a complex project as a 3d rts. On the other hand, just program anything. Since the worst thing that can happen is: you learn something. :v:
[QUOTE=TerabyteS_;32018938]Why can't anybody spell my name right :v: (just kidding)In that case I'd go with C++ because it's the one I've used the most, but I need to get a bit better at it.It would be more of a personal project, but if it becomes big and works well, I could release it on Steam or something. I'm being optimistic here anyway. But yeah, that's not the only problem I have. I currently can't figure out how I should go about building it (the only SFML game I've ever made was a mess), where/how I should start, how to structure it and how to continue to develop it.[/QUOTE] What always helps me is to make an engine separate from the actual game. Any when you are actually coding your game, you don't directly mess with SFML or OpenGL or whatever. Only your engine does and if you need something more that what you currently made it able to do, you add that feature to the engine part. That way you will keep stuff layered. You want to be able to make a game by saying "Put a tank here and make him go north" while still being able to modify the more in-depth stuff. I think abstraction is the key.
[QUOTE=DevBug;32018318]Congratulations, you've successfully proved your arrogance![/QUOTE] I dont know about anyone else, but it seems a [i]little[/i] bit rich for you to call Overv arrogant
I got this "2D Cubic Hermite Interpolation" to work properly. I didn't understand the wikipedia article very well, but eventually I got it to work somehow. It turns this: [img]http://dl.dropbox.com/u/8226262/screen/interpolation1.png[/img] to this: [img]http://dl.dropbox.com/u/8226262/screen/interpolation2.png[/img] I really hope I can get it to work with paths that change, so I can use it in my AirTraffic game to smooth aircraft flight path.
I don't use VS2010 that much (I'm only using it now because I can't be assed to build glew on gcc) but something tells me this isn't supposed to happen [img]http://i.imgur.com/6RsqJ.png[/img] [editline]30th August 2011[/editline] Also if I type in a name the ok button is grayed out, but when the window first appears I can click it but it doesn't do anything.
[QUOTE=sim642;32022475] "2D Cubic Hermite Interpolation"[/QUOTE] Cubic hermite [B]spline[/B] interpolation, mind you. That said, I need to investigate the subject myself because it intrigues me.
[QUOTE=esalaka;32023646]Cubic hermite [B]spline[/B] interpolation, mind you. That said, I need to investigate the subject myself because it intrigues me.[/QUOTE] unreticulating splines
[url]http://dl.dropbox.com/u/33076954/Galaxy_full_3d.rar[/url] Full 3d and the like with camera rotation, all done in software. Up/down rotation is absolute, whereas spinning the camera is relative to the current up/down orientation. Left clicking creates a star whose velocity is determined by how far away the mouse is when you release left click, and has a downwards velocity of "some". Right clicking spams stars with no velocity whatsoever
[QUOTE=sim642;32022475]I got this "2D Cubic Hermite Interpolation" to work properly. I didn't understand the wikipedia article very well, but eventually I got it to work somehow. It turns this: [img]http://dl.dropbox.com/u/8226262/screen/interpolation1.png[/img] to this: [img]http://dl.dropbox.com/u/8226262/screen/interpolation2.png[/img] I really hope I can get it to work with paths that change, so I can use it in my AirTraffic game to smooth aircraft flight path.[/QUOTE] Scrolling down this page quickly, these squggly lines overlayed on top of neos' post, and created this insane effect like when you stare at those images and then close your eyes and see something else almost.
[QUOTE=neos300;32023071]I don't use VS2010 that much (I'm only using it now because I can't be assed to build glew on gcc) but something tells me this isn't supposed to happen [img]http://i.imgur.com/6RsqJ.png[/img] [editline]30th August 2011[/editline] Also if I type in a name the ok button is grayed out, but when the window first appears I can click it but it doesn't do anything.[/QUOTE] [url]http://social.msdn.microsoft.com/Forums/ar/vssetup/thread/7f941d29-4a85-4942-bb2f-7b9e6b27d182[/url] ?
Finished my game. Soundtrack was made by my brothers awesome friend. [url]http://i3software.org/DigIt.php[/url] [img]http://i3software.org/screenshots/digit-1.png[/img] [img]http://i3software.org/screenshots/digit-3.png[/img]
Procedural voxel based cave, complete with normal mapping. I dropped GPU-side procedural texturing and went with triplanar texturing instead. [img]http://i.imgur.com/I0UC8.png[/img]
[QUOTE=Chrispy_645;32025337][url]http://social.msdn.microsoft.com/Forums/ar/vssetup/thread/7f941d29-4a85-4942-bb2f-7b9e6b27d182[/url] ?[/QUOTE] I went ahead and reinstalled it and it's working fine. I've never actually used VS before (I couldn't get SFML working on it for some reason) but now I have to since I am too lazy to build glew/opengl on C::B. Very slick interface, I'm wondering what libraries do I need to link for opengl? I'm using [url]http://www.opengl-tutorial.org/[/url] so I already have glew and glfw from that(although I'm looking for lib files in the folders but I can't find any) but I want to be able to make a new project and do that. [editline]30th August 2011[/editline] I think all I need to do is link glu32, opengl32, and then glew and glfw
[QUOTE=neos300;32026647]I think all I need to do is link glu32, opengl32, and then glew and glfw[/QUOTE] I dont think you need glu if your using non deprecated stuff
Cool, I can get DreamSpark through my university. Finally I'll be able to use Visual Studio 2010 Professional! I'm going to finish the Linux part of [url]http://open.gl/[/url] tomorrow and play around a bit with OpenTK.
[QUOTE=Overv;32027203]Cool, I can get DreamSpark through my university. Finally I'll be able to use Visual Studio 2010 Professional! I'm going to finish the Linux part of [url]http://open.gl/[/url] tomorrow and play around a bit with OpenTK.[/QUOTE] This is cool. I've been hoping for more chapters for a while.
[QUOTE=Overv;32027203]Cool, I can get DreamSpark through my university. Finally I'll be able to use Visual Studio 2010 Professional! I'm going to finish the Linux part of [url]http://open.gl/[/url] tomorrow and play around a bit with OpenTK.[/QUOTE] I suggest you don't use it's built in render and update loops. The framelock is buggy and doesn't really do what you tell it to do. I suggest you make your own loop. But who knows, maybe it's fixed by now.
[img]http://i.imgur.com/oDI9J.png[/img] Bam, triangles. Can someone check my shaders for me? I had to use the tutorials, mine weren't working for some reason. Vertex [code] #version 330 core layout(location = 0) in vec3 Postition; void main() { gl_Position.xyz = Position; } [/code] Fragment [code] #version 330 core out vec3 color; void main() { color = vec3(1, 0, 0); } [/code]
Displayed my first sprite/texture in SFML. :buddy: [img]http://dl.dropbox.com/u/27873743/FistSpite.png[/img]
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