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Member Since 08 Dec 2007
Offline Last Active Sep 24 2013 02:30 AM

Posts I've Made

In Topic: particles in c++ using openGL

01 June 2012 - 08:55 PM

Are you completely new to OpenGL? I would advise to learn "modern" OpenGL programming and most tutorials only teach the old ways. A good reason for learning modern GL is that WebGL and Mobile devices don't support the old way.
This is a great resource: http://arcsynthesis.org/gltut/

In Topic: The Lean Design

01 June 2012 - 11:09 AM

The whole software industry is moving into a more agile direction the last several years, agile development processes includes lean, scrum and xp. All share the same basic idea: smaller iterations and feedback based design.

So, yes, this is a good idea.

So feedback based design is already common practice? How early in development does playtesting usually take place? I thought that playtesting was done later in production.

It's the opposite of every other game. In many games, players play but stop after beating the game so many hours later. Games like Minecraft, on the other hand, only grow more and more.

So don't you think it is possible for most games to change the game design and game idea based on player behavior?
I think it is possible to have a prototype of the game with most of the design implemented; just gameplay, even if it is buggy, graphics are ugly, has no story and no sound, and expose that to the players (or playtesters) as early as possible so you can improve the design, get rid of crappy ideas and discover new ones before the game is too big to be maleable.
I'm talking of 'design development' before 'game development' and doing the former in a more "agile" fashion.

In Topic: Isometric drawing troubles.

01 June 2012 - 01:16 AM

Try glLoadIdentity after the matrix push. Maybe you are compounding matrix operations.
Showing us more code would help, I think

In Topic: TGA Import Error

01 June 2012 - 01:06 AM

What do you need it for? This is a good opportunity to read the TGA spec and implement a very simple reader that suits your needs.
In my case, some time ago I needed a TGA loader for a simple arcade game. I implemented a simple, small reader that only read 24bit uncompressed images that I had exported from GIMP. Good enough for my needs and I was a better programmer when I finished.

Read the spec, you will learn a lot and you will have a lot more fun because you will have understanding.

In Topic: pyCave, a 3D tunnel game.

09 March 2009 - 06:58 AM

Thanks for trying it out!
You're not the only one who thinks it's tough. Some people can't get past the first bar, and some people find it too easy until they reach "Hardcore Mode" at the end of the tunnel.
I am not 100% happy with the shadows. The tunnel can't cast a shadow over itself, and if the ship gets close enough to another surface the shadows disappear. Both of those problems are related to the precision of the depth-buffer.
A solution would be to implement shadow volumes just for the tunnel, but that method is very CPU-hungry and Python probably wouldn't cut it.
I don't know what you mean with the shadows overlapping part of the cave. Maybe you're refering to the huge shadows that the bars sometimes cast? (Like in the screenshot)