• What are you working on? December 2011 Edition
    3,353 replies, posted
Trying to implement the JigLibX physics library into my game, so far having a few issues with this test project. [vid]http://teambps.net.au/Noth/JigLibX.webm[/vid] Bloody thing
But if you want to, put a class in the default package and to load resources do: <Class>.getResource("maps/etc"); for example. To run the project in eclipse, put the data in the /bin/ folder of your project. For the jar, put it in the root folder of the jar(just open it up and put them there). [editline]5th December 2011[/editline] [QUOTE=Noth;33580570]Trying to implement the JigLibX physics library into my game, so far having a few issues with this test project. [vid]http://teambps.net.au/Noth/JigLibX.webm[/vid] Bloody thing[/QUOTE] Looks like either a rendering scaling issue or your feeding display engine too big of scales. Division time much?
[QUOTE=LuaStoned;33579423]Sent you a PM before reading WAYWO to the end. :eng101: I'd suggest not directly building upon luasocket though. You made everything nicely module based so why not do the same for luasocket? If I wanted to use curl right now I'd have to replace quite a bit in various files.[/QUOTE] Oh shit, sorry, I guess it's a bit redundant for me to have posted a link in my PM back. We're going to fix up the HTTP bit, right now it's just a quick and dirty retrieval and data to object dealio. I agree completely.
[QUOTE=Map in a box;33580572]Looks like either a rendering scaling issue or your feeding display engine too big of scales. Division time much?[/QUOTE] With both boxes at a scale of 1, it looks like this [img]http://www.teambps.net.au/Noth/jiglib.png[/img] I'm thinking it's gotta be the bones. Haven't had much experience dealing with 3d models Edit: Wait, I didn't put any bones in it. No clue then :v:
[QUOTE=LuaStoned;33579423]Sent you a PM before reading WAYWO to the end. :eng101: I'd suggest not directly building upon luasocket though. You made everything nicely module based so why not do the same for luasocket? If I wanted to use curl right now I'd have to replace quite a bit in various files.[/QUOTE] Accept my invite on Steam, it's a new account. I'm talking with Gran PC right now, so you can join in. [editline]stuffhere[/editline] [img]http://i.imgur.com/aDqoD.png[/img] werg werg
[QUOTE=Noth;33580773]With both boxes at a scale of 1, it looks like this [img]http://www.teambps.net.au/Noth/jiglib.png[/img] I'm thinking it's gotta be the bones. Haven't had much experience dealing with 3d models Edit: Wait, I didn't put any bones in it. No clue then :v:[/QUOTE] Are you sure you aren't drawing the boxes twice the size they are in the physics world?
[QUOTE=garry;33581094]Are you sure you aren't drawing the boxes twice the size they are in the physics world?[/QUOTE] I don't think so, can't see anything to suggest that's the issue. The code, if anyone wants a look Game1.cs: [url]http://pastebin.com/QDfBzK9h[/url] BoxActor.cs: [url]http://pastebin.com/DNUuVxFQ[/url] boxModel.fbx: [url]http://pastebin.com/sEYPWuMX[/url] Aaaand the Library (XNA 3.1): [url]http://jiglibx.codeplex.com/[/url]
What online openGL tutorials do you guys recommend?
[URL="http://nehe.gamedev.net/tutorial/lessons_01__05/22004/"]NeHe OpenGL[/URL]
[QUOTE=Noth;33581298]I don't think so, can't see anything to suggest that's the issue.[/QUOTE] Maybe you should just try it. It definitely looks like that is the issue. I increased the scale of all my boxes by two in my physics engine, and look: [img]http://dl.dropbox.com/u/11093974/Junk/boxes.png[/img]
I have a question that may be interesting to some of you. If I had a buffer that held an array of 2000 bytes. The buffer is already uploaded to the GPU. Now I change one of those bytes and need to update the information on the GPU. Obviously glBufferSubData will be much faster since that can change only one of those bytes while glBufferData reuploads the whole thing. But if there are a 100 different bytes changed in the buffer that need to be updated, I think that the call overhead of a 100 glBufferSubData calls is more than it would take to reupload the whole thing with one glBufferData call. Ideally, I'd like my library to chose which one to use based on which method would execute faster but I don't know how to estimate that.
[QUOTE=PeeterCZ;33572064]Excuse me, what the hell were you doing? I tried making something like Touhou a few weeks back (haven't worked on it since) and even with the whole screen covered in bullets, I didn't experience a performance drop... Here's what it looks like, by the way: [IMG]http://dl.dropbox.com/u/5103111/nottouhou.png[/IMG] ^ there aren't that many bullets on this pic, it can handle many more though. ///// Just tried it out... one thousand bullets on-screen and it's running at about 100FPS... They do only have speed and direction set, though.[/QUOTE] Gamemaker?
[QUOTE=Soviet_Banter;33581444][URL="http://nehe.gamedev.net/tutorial/lessons_01__05/22004/"]NeHe OpenGL[/URL][/QUOTE] Nooooo!
[QUOTE=Darwin226;33581487]Nooooo![/QUOTE] Enlighten me then, jackass.
[QUOTE=Soviet_Banter;33581509]Enlighten me then, jackass.[/QUOTE] They're way outdated. All they teach is deprecated 1.X fixed-function stuff. If you're using 2.X or newer (we're on 4.X these days!), you should be using the programmable pipeline exclusively.
[QUOTE=ROBO_DONUT;33581537]They're way outdated. All they teach is deprecated 1.X fixed-function stuff. If you're using 2.X or newer (we're on 4.X these days!), you should be using the programmable pipeline exclusively.[/QUOTE] Alright, thank you. That's all I wanted to hear. "Nooooo!" doesn't help anyone--in any way.
This looks good: [url]http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1:-The-Graphics-Pipeline.html[/url] [editline]5th December 2011[/editline] [QUOTE=Soviet_Banter;33581565]Alright, thank you. That's all I wanted to hear. "Nooooo!" doesn't help anyone--in any way.[/QUOTE] I think people are probably impatient because this is a topic that comes up often and we tend to assume that most people already know the whole OpenGL situation.
[QUOTE=jalb;33581461]Maybe you should just try it. It definitely looks like that is the issue. I increased the scale of all my boxes by two in my physics engine, and look: [img]http://dl.dropbox.com/u/11093974/Junk/boxes.png[/img][/QUOTE] I doubled the scale of the physics box (It looked fine at 1x in code), and it works properly now [img]http://www.teambps.net.au/Noth/jl2.png[/img] [vid]http://www.teambps.net.au/Noth/JigLibX2.webm[/vid]
[QUOTE=Noth;33581629]I doubled the scale of the physics box (It looked fine at 1x in code), and it works properly now [img]http://www.teambps.net.au/Noth/jl2.png[/img][/QUOTE] I'm not gonna claim that I know your code or anything, but I'm just getting this hunch that maybe scale shouldn't be multiplied by 2 in that code, and perhaps for some reason it's off before you make the call to BoxActor. It just seems a little strange that you need to multiply a scale, to me. idk
[QUOTE=amcfaggot;33581656]I'm not gonna claim that I know your code or anything, but I'm just getting this hunch that maybe scale shouldn't be multiplied by 2 in that code, and perhaps for some reason it's off before you make the call to BoxActor. It just seems a little strange that you need to multiply a scale, to me. idk[/QUOTE] The only reference to scale before that is hand-coded in, in Game1.cs [code]fallingBox = new BoxActor(this, new Vector3(0, 50, 0), new Vector3(1, 1, 1)); // game, position, scale immovableBox = new BoxActor(this, new Vector3(0, -5, 0), new Vector3(5, 5, 5)); // game, position, scale[/code] I agree that it shouldn't be multiplied by 2, but I don't really see anywhere else it's wrong
-snip, better not continue this-
Materials get applied automatically now (I was hard coding them before) It's a huge pain though because there's a list of material directories and a list of texture names but no way to find out which material name is in which directory. So I have to loop through the directories and see if the material exists, very lame. [img]http://dl.dropbox.com/u/99765/bs56789.png[/img] [img]http://dl.dropbox.com/u/99765/bs26839902.png[/img] I want to tidy everything up before I start on animations and lighting.
Woo! My google adsense account just got re-activated and added to youtube. [img]https://img.skitch.com/20111205-k2bihxgfkty7rgcq68c7kp1p4t.jpg[/img]
Fuck yeah, just convinced my client to use WebM. No more deprecated VP6/RTMPT bullshit.. [IMG]http://dl.dropbox.com/u/27714141/project.png[/IMG] Transcoding raw (or wav) audio and flashvideo content locally should be really fast, and the bottleneck (network transport) is covered by compression. What do you guys think?
[url=http://www.mediafire.com/?jicin1swx0xo4wj][B]PLAY MAH GAEM[/B][/url] Should also work 1-4 player with controllers, assuming I didn't comment that out for some reason. Takes TiledMaps in the /maps directory, if anyone's interested in making maps I can explain how my tile properties work too. Feedback and ideas appreciated, it's obviously not finished yet.
[QUOTE=CoolKingKaso;33581333]What online openGL tutorials do you guys recommend?[/QUOTE] I personally learned enough to get a basic test renderer running from [url=http://www.opengl-tutorial.org/]opengl-tutorial.org[/url] and then bought [url=http://www.amazon.co.uk/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321712617/ref=sr_1_1?ie=UTF8&qid=1323109095&sr=8-1]The OpenGL SuperBible[/url] from Amazon for a slower paced but far more detailed introduction, which helped me build the proper one. I dunno if this path would work for you, mileage may vary, but I'm just putting it out there. As a side note, that tutorial uses [url=http://www.glfw.org/]GLFW[/url] and everyone else seems to use GLUT. I don't know if there's a good reason for that but it's worked fine for me so far.
C++ port progress [img]http://i.imgur.com/EcbjP.png[/img] [img]http://i.somethingawful.com/images/emot-dance.gif[/img] [img]http://i.imgur.com/joiPQ.png[/img] (second one is splitscreen) I'll probably have a video quite soon.
[media]http://www.youtube.com/watch?v=9q4tx1Dq21E[/media] Tile thing. It will be a part of my game hopefully. It actually won't be Terraria. It renders very fast but changing tiles is slow since it rebuilds the whole terrain every time. Not going to bother with that for now and later I'm just going to split it into chunks for superfast rendering and editing.
My hand just tested to see if my game works on her computer. It worked. [img]http://i.imgur.com/bRHzJ.jpg[/img]
The colors are actually way less eye poking than they are in the video. Xvid rapes it.
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