• What Do You Need Help With? V6
    7,544 replies, posted
Okay, how do I use Git to install Monodevelop?
[QUOTE=Erasus;41285415]Okay, how do I use Git to install Monodevelop?[/QUOTE] You don't. Git is for libraries that you want to use or contribute to and doesn't install anything, for MonoDevelop either get it from the software centre on Ubuntu or use the installer on Windows (but I recommend VS there instead).
Yeah I downloaded monodevelop for VS 2010 and I ran the default program and got: [img]http://puu.sh/3tGnk.png[/img]
[QUOTE=Erasus;41286033]Yeah I downloaded monodevelop for VS 2010 and I ran the default program and got: [img]http://puu.sh/3tGnk.png[/img][/QUOTE] You're mixing up MonoDevelop and MonoGame, they are entirely different things. I'm trying to check out MonoGame SDL2# right now, did you get that version or some kind of installer? [editline]3rd July 2013[/editline] I think you accidentally downloaded the installer for the main branch, that's the wrong package. Uninstall the thing you installed (unless it's used by a game on your system (unlikely)). Then just navigate to an empty directory and run [code]git clone -b monogame-sdl2 -v --recursive https://github.com/flibitijibibo/MonoGame.git[/code]. That should give you everything you need to get started. It will take a while though, mine's not finished yet. [editline]3rd July 2013[/editline] It may look like it hangs, but that's just because Git for Windows is slow and the repository structure of MonoGame is a bit bad.
[img]http://puu.sh/3tIoV.png[/img] I also got a "Git for Windows has stopped working" but it's disappeared, must've accidentally removed it. So is this where it's meant to end?
[QUOTE=Erasus;41286760]I also got a "Git for Windows has stopped working" but it's disappeared, must've accidentally removed it. So is this where it's meant to end?[/QUOTE] Yes, it should be finished. Most samples seem to be broken, but you should be able to use the MonoGame.Framework.SDL2.sln projects, which is likely all you need.
[img]http://puu.sh/3tKnY.png[/img] I got this. I'm assuming it's worked.
[QUOTE=thf;41284627]Are you talking about isolated functions that do not modify global variables? That's available in pretty much any language.[/QUOTE] I think I mean user-inputted code, that I don't want to have access to anything at all apart from being able to run.
[QUOTE=Erasus;41287431][img]http://puu.sh/3tKnY.png[/img] I got this. I'm assuming it's worked.[/QUOTE] These are most likely from the installed versions, so you may have to replace some dependencies with the MonoGame.Framework.SDL2 project if you want to use that.
Learning about shaders and trying to do normal mapping in 2d. It works for big backgrounds but not for my small sprites and I'm not sure why, you can see here: They all have the same shading, as though it's being done relative to each object and not the world space. If that makes sense. [img]http://i39.tinypic.com/2vcuzj5.png[/img] Here's the fragment shader. I'm calculating the light direction in the code and I guess that's where the issues coming from, but I'm not sure. [code]varying vec2 v_texcoord; varying vec4 v_color; uniform sampler2D s_normalmap; uniform vec3 light_pos; uniform vec3 light_dif; void main() { vec3 light = light_pos; vec3 attenuation = vec3(0.5,1.0,1.0); vec3 ambient_color = vec3(0.25,0.25,0.25); vec3 light_color = light_dif; vec2 resolution = vec2(512.0,512.0); // get colour samples vec4 t_color = texture2D(gm_BaseTexture,v_texcoord.xy); vec3 n_color = texture2D(s_normalmap,v_texcoord.xy).rgb; // Convert normals to correct range vec3 normal = normalize(n_color * 2.0 - 1.0); // Caculate light direction (problem is probably here, right?) vec3 delta_pos = vec3(light.xy/resolution.xy - v_texcoord.xy, light.z ); vec3 light_dir = normalize(delta_pos); //get the dot product float lambert = clamp(dot(normal,light_dir), 0.0, 1.0); // Falloff float d = sqrt(dot(delta_pos,delta_pos)); float att = 1.0 / (attenuation.x+(attenuation.y*d)+(attenuation.z*d*d)); // Final color vec3 result = (ambient_color + (light_color.rgb * lambert) * att) * t_color.rgb; gl_FragColor = v_color * vec4(result,t_color.a); }[/code] EDIT: Also a followup question, how should I go about handling rotated sprites? Because obviously at the moment they'll just be shaded as though they're not rotated, which is not correct. I imagine I'll have to use a matrix to transform it but I'm not too sure how.
I've been thinking of having a try with SFML, so should I try and learn C++ with the normal SFML or continue on with C# which I quite well and user SFML.NET? Are there any downsides in SFML.NET?
Suppose I want to have a game level through which the player can navigate which consists partly of simple meshes (like flat platforms and walls for example). I think I want to do this in a kind of "component-based" way. That means that the same vertices that are used for the physics code are needed for the drawing code as well. How would you architect this in a component system? Split the mesh into it's own component, which the other components reference? Also, when drawing the meshes with OpenGL, is it fine to do each mesh in a separate drawcall, or should I try to somehow batch all of them into one?
I feel like I'm about to run into a wall of pain trying to understand how Android intents work. I was wondering if someone could show the absolute bare minimum needed to start a new activity from the main one? I'll post my code, but you'll regret it.
[QUOTE=The Sparrow;41299690]I feel like I'm about to run into a wall of pain trying to understand how Android intents work. I was wondering if someone could show the absolute bare minimum needed to start a new activity from the main one? I'll post my code, but you'll regret it.[/QUOTE] [url]http://www.vogella.com/articles/AndroidIntent/article.html[/url]
[QUOTE=mobrockers;41299724][url]http://www.vogella.com/articles/AndroidIntent/article.html[/url][/QUOTE] I can kiss you
[QUOTE=The Sparrow;41300044]I can kiss you[/QUOTE] You'd be arrested.
[QUOTE=Funley;41296974]I've been thinking of having a try with SFML, so should I try and learn C++ with the normal SFML or continue on with C# which I quite well and user SFML.NET? Are there any downsides in SFML.NET?[/QUOTE] Stick with C#. I've used both SFML and SFML.Net, there's not much difference and I prefer SFML.NET.
Seems not. [url]http://stackoverflow.com/questions/678254/c-function-conflict[/url]
Hey, I'm working in OGRE and I have 2 problems. 1st I'm trying to load models, and i add directories pointing to my models and they dont get found by the resource manager. 2nd. I used and absolute path to get to the model (just for testing) and it showed this error [img]http://puu.sh/3uX32.png[/img] Help me Dr. Facepunch!
1: Works for me, Ogre 1.8.1. Note that the path is relative to the CWD, not the executable. 2: Is that with one of the sample models (e.g. ogrehead.mesh)?
I've put my model in the CWD for now (although this cant possibly be a good solution) and i still get this error when it finds it: [img]http://puu.sh/3vbh3.png[/img]
I meant the relative paths you pass to addResourceLocation are relative to the CWD. And for the model - is this some sort of custom model or a sample model that comes with Ogre?
[QUOTE=ZeekyHBomb;41319039]I meant the relative paths you pass to addResourceLocation are relative to the CWD. And for the model - is this some sort of custom model or a sample model that comes with Ogre?[/QUOTE] I know, I was wondering if there was a more convenient way that was better for end users. Since my Ogre SDK isnt gonna be packaged with my models. And 2nd, my model loads, just the mesh, but the mats aren't working.
Like writing the paths to a file and parsing that at runtime? Make sure to call ResourceGroupManager::initialiseAllResourceGroups (or initialiseResourceGroup("your material group")) to parse the material scripts.
I have created a successful demo in android that starts a new activity with an intent. Just a blank activity that gets started with startactivity(); However I made another project completely idential to the first just with a different name. I checked the manifest file and everything, but it throws the "sorry it stopped working" error. What could be the cause of this? I don't like these anomalies.
[QUOTE=The Sparrow;41330159]I have created a successful demo in android that starts a new activity with an intent. Just a blank activity that gets started with startactivity(); However I made another project completely idential to the first just with a different name. I checked the manifest file and everything, but it throws the "sorry it stopped working" error. What could be the cause of this? I don't like these anomalies.[/QUOTE] Try creating a new AVD. On the same note, I just created an android intent demo as well :v:
What would be the best way to draw alot of vertices, would I divide parts of the vertices into chunks and draw them like that? I'm trying to create a big patch of terrain, but can't draw alot of vertices in one call.
[QUOTE=Staneh;41330775]What would be the best way to draw alot of vertices, would I divide parts of the vertices into chunks and draw them like that? I'm trying to create a big patch of terrain, [b]but can't draw alot of vertices in one call.[/b][/QUOTE] Why not?
[QUOTE=thf;41330806]Why not?[/QUOTE] It's XNA, and will give an exception if I do.
I'm confused as to how you are supposed to transform normals. What if the model moves? Then what are you supposed to do? Change the light source position based on the model offset, but opposite? And what if the model scales uniformly or rotates? Then what do you do?
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