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Member Since 04 Jun 2008
Offline Last Active Aug 22 2015 07:22 PM

Topics I've Started

Where I can sell my game on this site

14 March 2014 - 08:46 PM


Ive been to this site since 2008(6 years), I remember a place where you could sell your finished game

now I can find it here.

can anyone tell me where it has gone.

It will also be good if anyone points me on the direction of where can I sell my game

best regards

need and implementation of matrix.createFromAxisAngle

13 August 2013 - 08:00 AM

This is the last piece of my 3DS model loader. please I need it in c#.

How to multiply a .3DS local matrix with a Mesh

18 June 2013 - 01:53 PM

I have succesfully loaded a 3DS file into my C#, but I have a problem
I dont know how to interpret the Matrices that I am reading

Here is the code

case kMeshXFMatrix:
// Local transformation matrix
int i, j;
float[][] mat = new float[4][];
for (i = 0; i < 4; i++)
for (j = 0; j < 3; j++)
mat[i] = new float[4];
mat[i][j] = ctx.PopFloat();

lmat = new Matrix(mat[0][0], mat[0][1], mat[0][2], mat[0][3],
mat[1][0], mat[1][1], mat[1][2], mat[1][3],
mat[2][0], mat[2][1], mat[2][2], mat[2][3],
mat[3][0], mat[3][1], mat[3][2], mat[3][3]);

my question is how do I multiply this maxtrix with the mesh.

I translated this matrix into a 16 float array
and I place this code


please I need some advice

A new version of my 3D asteroid game in OpenGL with C#

07 January 2013 - 02:33 PM

A new version of my 3D asteroid game in OpenGL with C#
This article is an update of my first article named “A basic 3D asteroid game in OpenGL with C#”.
In this version I added the shooting feature. I will try to explain it briefly here
The first thing to do is to get the mesh that contains the rocket
Mesh misiles; //This goes as a class attribute
misiles = m.GetMeshWithName("avion07");
After getting the mesh reference we delete it from the model because we are going to draw and manage it in a different way than the ship.
One drawback is that in the 3d model the four rockets are recognized as a single mesh, that’s why when we shot a missile the four are shot. I don’t have too much knowledge of 3D Max to make the four missiles as single meshes and that brings another complication; the missile position is the same for all, which means that we are going to check collisions on one single point that is the center of the four missiles.

//This is the function that draws the missiles
    public void DrawMisile()
        if (misileShot)
          missilePos.Z -= 0.1f;
          Gl.glTranslatef(missilePos.X, missilePos.Y, missilePos.Z);
                if (Math.Abs(missilePos.Z) > 35)
                 misileShot = false;
                 missilePos = p;
             Gl.glTranslatef(p.X, p.Y, p.Z);
         AsteroidGenerator.CheckCollisionMissile(missilePos, 0.5f);
         Gl.glScalef(0.3f, 0.3f, 0.3f);
After getting the missile the missile may only have two statuses: when is in the ship and when is fired. If is in the ship I don’t have to do anything just translate the missiles anytime I translate the ship
I handle the missile asteroid collision in the following way. When a missile is shot it checks if it is colliding with any asteroid. It does it the same way that the ship checks collisions with the asteroids but it does another thing, if a collision is detected the asteroid Generator class ,which holds the asteroid list ,is told to delete that asteroid and to create an explosion. An explosion is a sphere object that anytime it draws it expands it size, giving the idea of a shock wave, and then when a particular size is achieved the object doesn’t draw anymore. Attention, this explosion wave follows some concepts of particle programming, which is live over time and particular way to behave.
The project has 7 classes, one added for this feature
ExplosionWave.cs This is a class that  handles the explosion it’s a sphere object drawn by opengl quadrics.
AsteroidGenerator.cs It handles the creation of asteroids in random places and with random sizes and speeds. It also have the method to query wether or not  It have been a collision between the spaceship and an asteroid
Asteroid.cs It handles all concerning an asteroid such as the movement, texture selection, drawing, among others
Star.cs It has a method to create random white points and to draw them. 
Camera.cs It handles the selection of the user camera and to set the right perspective view of the scene
SpaceShip.cs This class contains all methods and attributes regarding the spaceship, such as movement, drawing, etc.
Controller.cs This class manages the game creation, game logic and contains all the classes needed to run the game. Here is a portion of code
This game is only for educational purposes. I thinks the simpler the code the beautifull it gets. Of course there a lot of things that you may improve like the diagonal moving sugestion made by the user Death259 that I include in this version. I also add points to the score when an asteroid is destroyed.

here is the download link


if you like my blog, visit it http://vasilydev.blogspot.com

How to get rid of sluttering issues when working with 2d in opengl

23 July 2012 - 01:37 PM

Hello, I have been working with openGL since 2008. A few years ago I had to migrate to DX but I will always have opengl in my heart :). There was a thing I never acomplished when working with opengl. That thing was to make 2D sprites to move across the screen without performance issues. I have tried almost everything, GL_EXT_TEXTURE_RECTANGLE, glu MIP MAPS for NPOT textures, display lists, and anything seemed to work, attached is a sample using texture rectangle. My question is how a 2D opengl programer manages to make a fluid 2D opengl application, what are the tips, etc. I would really appreciate all the help you can give me. I have been programming in 3D for a looong time and that is the only thing I wish to know more.
BTW I have a 3D dev blog wwww.vasilydev.blogspot.com, stop by and take a look.