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Member Since 09 Jan 2001
Offline Last Active Sep 13 2014 06:42 AM

Posts I've Made

In Topic: The movie thread.

14 August 2013 - 10:33 PM

I don't think that the walls can be high enough. Gravity is that same at "ground level", but the mass of the high (30 km) is missing to get the right groung leve pressure.


Or maybe not, and the scale of the station is enough to build 30km high walls?


Very good point!

In Topic: Coffee, the engine 0.0.2

14 August 2013 - 10:04 PM

Provide a working demo. Your first (and only) video shows me how to buy the engine (!?), then focuses on the asset pipeline and then shows a 2D minesweeper clone above a very generic 3D scene. I'n not too sure that the 3D scene was generated by the engine.


Don't focus on the development pipeline. Anyone that is willing to buy your product will be more than capable of figuring that part out. Make some demos showing the features of the engine. I'm not buying it for the pipeline, I am buying it for what it can do. What can your engine do? I made a simple minesweeper clone many years ago using Windows GDI. I can make a textured and normal mapped cube with OpenGL by downloading one of the plethora on tutorials available online. Point is, cheap or not, I can do this now and for free.


Videos are great, but when I say demos, I mean an actual demo application that I can download that shows what the engine can do. Videos should be instructional. They don't give the same effect as actually playing something built on the engine.

In Topic: freetype FT_PIXEL_MODE_LCD to rgba

14 August 2013 - 06:04 PM

I had that issue as well. I was using shaders to do the blending and I got the blending wrong in the shader.

In Topic: The movie thread.

14 August 2013 - 05:56 PM

The ring has mirrored walls to reflect sunlight into the ring and keep the atmosphere from escaping laterally. The atmosphere is held in place by the artificial gravity produced from the rotation of the ring.

In Topic: freetype FT_PIXEL_MODE_LCD to rgba

14 August 2013 - 05:53 PM

Freetype will either give you a very nicely anti-aliased 8-bit glyph bitmap or a rather rough monochrome bitmap.


When I was playing around with Freetype, I set the alpha channel of my bitmap to the value of the corresponding pixel in the glyph bitmap. I then set the RGB components of my bitmap to whatever color I wanted and used the resulting bitmap as a texture with blending enabled. The best thing to do with a Freetype bitmap, 8-bit or 1-bit, is to use it as the alpha channel of your bitmap.