Jump to content

  • Log In with Google      Sign In   
  • Create Account

spliter

Member Since 14 May 2008
Offline Last Active Jul 01 2011 07:06 PM

Posts I've Made

In Topic: 2.5D gamedev?

01 November 2010 - 01:06 AM

If you want a starter site for SDL then there;s not better place than lazyfoo's tutorials here: http://www.lazyfoo.net/SDL_tutorials/
he also gives a little intro to OpenGL with which you can do what is this gen 2.5D game (2D gameplay and 3D graphics, openGL would be then used for graphics, SDL for everything else).

However if you don't want to write everything practically from scratch (rendering, entity management, physics, particles, sounds and a lot more) then you'd better stick with an already existing engine.

Unity is a good alternative as it has a free version and is doing everything for you.
You can start making games on it without much hassle. If you go by the SDL/openGL route however you'd only start making your game in about 6 months.

You could also use UDK, they have a very nice license which only requires you to pay Eidos for it if you sell your game. It's a very advanced engine but it's also very powerful and with all the tutorials laying around it shouldn't be difficult to start making games on it ever for a beginner (you might think that it only supports 1st person games but no, it can be modded into any kind of game you want)

Hope I helped.

In Topic: Creating an Editor

18 September 2010 - 01:46 AM

@Nik02
Thank you for the Ideas. The Model part isn't at all that hard to me, I've already written everything from polys to the IK system.
My main problem still stands though. I would love if you elaborated on the model-view-presenter architecture since that seems to be my main problem.

I'm thinking of ways to implement an architecture where each tool is a separate entity. First we have the windowing system provided by wxWidgets, then I have a general program core that'll have it's own state machine, will hold the models, animations, current selections etc, then it'll have various tools. basically they'll have access to the core resources and be able to manipulate them and will also grab all input from the windowing system's workspace area, that way I can easily add new tools without having to rewrite previous ones.

I would like to know if someone has a better alternative in mind.

In Topic: API bundle for game editors?

03 May 2010 - 05:53 AM

@MENTAL: well I just kept adding dlls to my program folder until it stopped complaining .

@ArKano22: hm... sounds interesting, thanks! I'll try it out!

In Topic: What is difference between Velocity and Speed?

15 April 2010 - 11:46 PM

velocity is a vector
speed is a scalar.
basically the velocity is speed with a direction

In Topic: 2D Level Loading and Storing

10 March 2010 - 06:26 PM

for level files I have a custom xml looking format


objectname
{
x = 123.0;
y = 300.0;
vel = {2.0,3.0};
varname2 = 4|[2,1,3,1];
varname3 = "Hello World";
}





so far it supports separate objects, nested objects, arrays of any type (from objects to strings to arrays of arrays), and strings without any character restriction, also C-style comments .
I prefer it over xml mainly because xml has certain restrictions about what characters may appear in a a string or other places, I can also create other types of data that the default parser wouldn't be able to parse as long as it's encased in a pair of matching < > (the custom parse function must return the offset of the > that ends the custom object/data, that way it can allow for ANYTHING to be stored inside without limitations) eg:


objectname
{
custom = < "this is a string":varname=var1:
var2><var1>>;//the parser function must return the offset of the > ending the custom data
};



Of course it has a limitation: the variable names aren't really used but are necessary, and are there only for the purpose of viewing. I use this only when testing the game. Later I move onto the binary format following the same rules but discarding all the unused information.

PARTNERS