[QUOTE=Map in a box;32121496]I almost flatter myself.[/QUOTE]
[QUOTE=reevezy67;32121816]Only 1400 but I'm hardly ever logged into my Google account.[/QUOTE]
Total Google searches: 16235
I love looking at statistics, there's something so completely informative about them.
[QUOTE=mechanarchy;32124389]Total Google searches: 16235
I love looking at statistics, there's something so completely informative about them.[/QUOTE]
Foxnews?
[editline]5th September 2011[/editline]
Adding my two accounts up gets 14507. Damn, so close!
[QUOTE=Map in a box;32124547]Foxnews?
[editline]5th September 2011[/editline]
Adding my two accounts up gets 14507. Damn, so close![/QUOTE]
Total Google Searches: 21 400.. :smug:.
So you like statistics, huh?
Well then, explain this
[img]http://www.shrani.si/f/31/4X/3ztNu1N1/what.png[/img]
[QUOTE=IAmAnooB;32124692]Total Google Searches: 21 400.. :smug:.[/QUOTE]
Total Google searches: 41917
:smug::smug:
[QUOTE=jmazouri;32124892]Total Google searches: 41917
:smug::smug:[/QUOTE]
Damn, got beat.
I might as well post something ontopic. I'm just currently trying to learn Slick (Java 2D API).
[QUOTE=icantread49;32118975]guys i need help
i'm working on a 1-man-team android/ios game called Shift
i'm not an artist, so i'm trying to keep the art style as simple as possible. unfortunately, it looks like shit so far
[img]http://i.imgur.com/rPWnb.png[/img]
anyone have any suggestions? CC please[/QUOTE]
Found this a couple of days ago, might be usefull to you.
[url]http://wiki.yoyogames.com/index.php/Ari_Feldman's_Book_on_Game_Graphics[/url]
[QUOTE=IAmAnooB;32124941]Damn, got beat.
I might as well post something ontopic. I'm just currently trying to learn Slick (Java 2D API).[/QUOTE]
its a 2d java game api :picky person:
While overv doesn't finish the next few articles for open.gl I'd like to keep learning. Can you guys recommend some good online tutorials? Thanks.
[QUOTE=grlira;32125332]While overv doesn't finish the next few articles for open.gl I'd like to keep learning. Can you guys recommend some good online tutorials? Thanks.[/QUOTE]
[url]http://www.opengl-tutorial.org[/url]
Awwwww yeah, demo's out and I was invited to join their new [url=http://www.desura.com/games]pre-order program[/url] (click alphafunding).
[hd]http://www.youtube.com/watch?v=NkV2enmmkKE[/hd]
[url=http://www.desura.com/games/rotion][img]http://button.desura.com/play/outline/games/12485/741.png[/img][/url]
^ gets you the demo
[url=http://www.desura.com/games/rotion][img]http://button.desura.com/play/outline/games/12485.png[/img][/url]
^ gets you alpha access right now (+future builds +final game when it's done)
I feel spammy, time to make my own thread perhaps?
yay
[quote=][img]http://img263.imageshack.us/img263/4571/screenshot2011090514240.png[/img][/quote]
[QUOTE=NovembrDobby;32125793]Awwwww yeah, demo's out and I was invited to join their new [url=http://www.desura.com/games]pre-order program[/url] (click alphafunding).
[hd]http://www.youtube.com/watch?v=NkV2enmmkKE[/hd]
[url=http://www.desura.com/games/rotion][img]http://button.desura.com/play/outline/games/12485/741.png[/img][/url]
^ gets you the demo
[url=http://www.desura.com/games/rotion][img]http://button.desura.com/play/outline/games/12485.png[/img][/url]
^ gets you alpha access right now (+future builds +final game when it's done)
I feel spammy, time to make my own thread perhaps?[/QUOTE]
It really really looks great! I wish desura would be out for Linux soon, and that your game would be too :(
[QUOTE=T3hGamerDK;32125931]It really really looks great! I wish desura would be out for Linux soon, and that your game would be too :([/QUOTE]
He uses XNA so I wouldnt count on it
[editline]5th September 2011[/editline]
You know your a programmer and not an artist when its easier to make a program that creates art for you instead of just using paint or something :V:
For my next trick, I will write a collision system in the most hilariously inefficient way, AND do it in script!
[code].onCreated = function(player) {
this.setTimer(1);
player.x = 32*16;
player.y = 30*16;
player.speed = 8;
};
.checkWalls = function(player) {
sy = player.y+17;
w = player.xvel*player.speed;
if (player.xvel != 0) {
//Clear the gap
cd = abs(player.xvel)/player.xvel;
if (player.xvel > 0) {
sx = player.x+8+32;
} else {
sx = player.x+8;
}
for (i=0;i!=w;i+=cd) {
if (onWall2(sx+i, sy, 1, 31)) {
break;
} else {
player.x += cd;
}
}
}
sx = player.x+9;
w = player.yvel*player.speed;
if (player.yvel != 0) {
//Clear the gap
cd = abs(player.yvel)/player.yvel;
if (player.yvel > 0) {
sy = player.y+16+32;
} else {
sy = player.y+16;
}
for (i=0;i!=w;i+=cd) {
if (onWall2(sx, sy+i, 31, 1)) {
break;
} else {
player.y += cd;
}
}
}
};
.onTimeOut = function(player) {
this.setTimer(1);
dx = 48;
dy = 320-48*2;
setImgLayer(1);
setImgMode(1);
for (i=0;i<4;i+=1) {
setImgPart(i*48, 0, 48, 48);
showImgDirect(dx+vecx(i)*48, dy+vecy(i)*48, "controls.png");
}
player.xvel = 0;
player.yvel = 0;
touches = getTouches();
foreach (mTouch in touches) {
if (mTouch.active) {
for (cx=-1;cx<=1;cx+=1) {
for (cy=-1;cy<=1;cy+=1) {
if (cx == 0 && cy == 0) {
continue;
}
if (mTouch.x > dx+cx*48 && mTouch.x < dx+cx*48+48) {
if (mTouch.y > dy+cy*48 && mTouch.y < dy+cy*48+48) {
player.xvel = cx;
player.yvel = cy;
if (player.ganiName != "walk") {
player.setAni("walk");
}
if (player.xvel > 0) {
player.dir = 3;
} else if (player.xvel < 0) {
player.dir = 1;
} else if (player.yvel > 0) {
player.dir = 2;
} else if (player.yvel < 0) {
player.dir = 0;
}
}
}
}
}
}
}
.checkWalls(player);
if (player.xvel == 0 && player.yvel == 0 && player.ganiName != "idle") {
player.setAni("idle");
}
};[/code]
Thank you, thank you very much.
Haha, sounds interesting.
Good thing you wrote that it was inefficient on purpose, I was just about to go through another keyboard angrily typing.
[QUOTE=NovembrDobby;32125793]
Awwwww yeah, demo's out and I was invited to join their new
I feel spammy, time to make my own thread perhaps?[/QUOTE]
Send copy of this to CynicalBrit/TotalBiscuit. I'm sure he would review it.
[QUOTE=Simspelaaja;32126335]Send copy of this to CynicalBrit/TotalBiscuit. I'm sure he would review it.[/QUOTE]
Yep, in the works. I'm actually writing to another site as we speak...
Anyone have an example of how to render to texture in OpenGL?
I've read this [url]http://www.opengl.org/wiki/GL_EXT_framebuffer_object[/url] but it says it's deprecated functionality.
[QUOTE=Darwin226;32126794]Anyone have an example of how to render to texture in OpenGL?
I've read this [url]http://www.opengl.org/wiki/GL_EXT_framebuffer_object[/url] but it says it's deprecated functionality.[/QUOTE]
It's in core, so you want GL_ARB_framebuffer_object
[editline]5th September 2011[/editline]
[url=http://www.opengl.org/wiki/Framebuffer_Object]Oh come on that page even linked to the new version[/url]
I really want to make an acoustic simulator. I know a lot of the theory behind how sound waves act and all the necessary formulas, but how on earth would you go above coding moving waves? Does anyone know anything about how you'd go about doing this?
deprecated still works it's just not supported any more to get any "better". if you just want to play around the "old ways" work just fine just a little slower. then the next step is drawArray and drawElement and then the newest (i think) would be the VBOs: [url]http://www.songho.ca/opengl/gl_vbo.html[/url]
everything should work just fine unless you really want the fastest there is then use VBOs
btw [url]http://en.wikipedia.org/wiki/Vertex_Buffer_Object[/url]
[code]
[mastersrp@T3hGamerDK-LINUX bin]$ ./Engine
./Engine: error while loading shared libraries: libsfml-graphics.so.2: cannot open shared object file: No such file or directory
[mastersrp@T3hGamerDK-LINUX bin]$ ls
data Engine-d libsfml-audio.so libsfml-graphics.so libsfml-network.so libsfml-system.so libsfml-window.so lua.log sfml-graphics.dll sfml-window.dll
Engine engine.log libsfml-audio.so.2 libsfml-graphics.so.2 libsfml-network.so.2 libsfml-system.so.2 libsfml-window.so.2 sfml-audio.dll sfml-system.dll
[/code]
:tinfoil:
[QUOTE=Nighley;32126931]deprecated still works it's just not supported any more to get any "better". if you just want to play around the "old ways" work just fine just a little slower. then the next step is drawArray and drawElement and then the newest (i think) would be the VBOs: [url]http://www.songho.ca/opengl/gl_vbo.html[/url]
everything should work just fine unless you really want the fastest there is then use VBOs[/QUOTE]
What are you lecturing to me about? The guy asked for something that's not deprecated.
And it's not like you use FBOs for the same purpose as VBOs, anyway.
[editline]5th September 2011[/editline]
[QUOTE=T3hGamerDK;32126941][code]
[mastersrp@T3hGamerDK-LINUX bin]$ ./Engine
./Engine: error while loading shared libraries: libsfml-graphics.so.2: cannot open shared object file: No such file or directory
[mastersrp@T3hGamerDK-LINUX bin]$ ls
data Engine-d libsfml-audio.so libsfml-graphics.so libsfml-network.so libsfml-system.so libsfml-window.so lua.log sfml-graphics.dll sfml-window.dll
Engine engine.log libsfml-audio.so.2 libsfml-graphics.so.2 libsfml-network.so.2 libsfml-system.so.2 libsfml-window.so.2 sfml-audio.dll sfml-system.dll
[/code]
:tinfoil:[/QUOTE]
You forgot to -L.
[QUOTE=esalaka;32126951]What are you lecturing to me about? The guy asked for something that's not deprecated.
And it's not like you use FBOs for the same purpose as VBOs, anyway.
[editline]5th September 2011[/editline]
You forgot to -L.[/QUOTE]
The linking process didn't miss anything. The program has been linked to every SFML library there is, and to most of the boost library as well (static), but it still won't load. The files in that folder also exists in the /usr/local/lib directory, so I'm VERY unsure about what is going wrong here.
[QUOTE=Nighley;32126931]deprecated still works it's just not supported any more to get any "better". if you just want to play around the "old ways" work just fine just a little slower. then the next step is drawArray and drawElement and then the newest (i think) would be the VBOs: [url]http://www.songho.ca/opengl/gl_vbo.html[/url]
everything should work just fine unless you really want the fastest there is then use VBOs[/QUOTE]
Well I got it working but does this mean it's deprecated code?
[csharp] GL.GenFramebuffers(1, out frameBuffer);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBuffer);
texture = new Texture(800, 500);
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, texture.Id, 0);
GL.GenRenderbuffers(1, out renderBuffer);
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, renderBuffer);
GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.DepthComponent24, 800, 500);
GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, renderBuffer);
var status = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBuffer);
GL.ClearColor(0, 0, 0, 0);
GL.Clear(ClearBufferMask.ColorBufferBit);
var shape = new ColoredShape();
shape.FilledPolygons.AddLast( new Polygon(false, new float[]{
0,0,1,0,0,1,
100,0,0,1,0,1,
100,100,0,0,1,1,
0,100,1,1,0,1
}));
shape.SetPolygons();
shape.Render();
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);[/csharp]
[QUOTE=T3hGamerDK;32126977]The linking process didn't miss anything. The program has been linked to every SFML library there is, and to most of the boost library as well (static), but it still won't load. The files in that folder also exists in the /usr/local/lib directory, so I'm VERY unsure about what is going wrong here.[/QUOTE]
Install SFML using your distro's package manager.
And what do VBOs have to do with FBOs?
[QUOTE=T3hGamerDK;32126977]The linking process didn't miss anything. The program has been linked to every SFML library there is, and to most of the boost library as well (static), but it still won't load. The files in that folder also exists in the /usr/local/lib directory, so I'm VERY unsure about what is going wrong here.[/QUOTE]
The runtime linker probably just doesn't search the current directory. Usually it doesn't. You'll have to drop the libs in /usr/lib which is best done by doing what Jookia said
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