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SuperVGA

Member Since 10 Sep 2008
Offline Last Active Yesterday, 09:25 AM
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#5100238 Is this incoherent?

Posted by SuperVGA on 10 October 2013 - 11:35 AM

 

 

 

people (players) egged on me for it.

There's many factors involved in deciding whether or not to egg,
 OT, sorry: I know what it means to "egg someone on," but that doesn't appear to be consistent with either usage above. Shane seems to be saying that people didn't like what he did, and figuratively threw eggs at him?  And VGA is saying there are many factors involved in deciding whether to [egg someone on?] [throw eggs at someone?].  Someone please help me understand what this word "egg" means here -- Google couldn't help.

Hi. To egg on someone is to figuratively throw eggs at them. Like if I called someone an old man and said they are a grouchy, and they are just going about their business, I am egging on them.

 

I only knew the "encourage/tease to" version of egg before, although I did interpret Shane's wording as "throwing eggs at".

I still think there are many factors involved in either though, and stand by avoiding discouragement of this (overview+sidescroller) concept due to the fact that it has had *any* kind of reception. The one may discourage while the other may make ShadowMan777 underestimate the challenges.




#5093563 How to store hexagonical grid

Posted by SuperVGA on 12 September 2013 - 08:46 AM

It can still be stored as a 2D array, with every second column (or row) shifted by half a tile's "lower width".


#5093253 psuedo-3d fps(doom 1) possible using allegro 4.2?

Posted by SuperVGA on 11 September 2013 - 06:20 AM

Ive been programming 2d games for a few months now and got a few games completed. Although im still learning a lot about 2d, I was wondering about if it would be possible to make pseudo fps tech demo(original wolfenstein/doom) using allegro 4.2. I know allegro isn't a 3d power house, but I want to know what techniques I should research to make something like this?

I think you'll find this article useful:

http://lodev.org/cgtutor/raycasting2.html#Introduction (Covers basic raycasting - so you can go right ahead and code Wolf3D and DOOM when you feel like it! smile.png )

 

This I also picked from my bookmarks:

Ben Ryves built a JS raycaster : http://benryves.com/bin/js_raycaster/raycast.htm

- if you peek into his scripts with a good page inspector (Google Chrome's or Firebug, perhaps) you can break the code and see how he does things.




#5081412 Good far plane distance for space game

Posted by SuperVGA on 29 July 2013 - 04:31 AM

I second Nik02s suggestion.
You should also look into LOD and skyboxes.

Also you can completely fake the distances if the multiple depth layers doesn't fit you:

    You can completely disable depth testing if you just draw in the right order.

   

You can use impostors for far away stuff. 

You can render everything to a spherical map (or a cubemap) and render that. If the objects are far away enough,
it's alright that they don't move when the camera does. (If you have need for both, you can use impostors too.)

 

There's plenty of options. Good luck! :)




#5078397 Looking For an Engine For a Dune 2000-like Game

Posted by SuperVGA on 17 July 2013 - 03:07 AM

Why don't you head over to the folks at http://openra.res0l.net/?

Their engine is all-round for that kind of game. You can probably use it to make your game.

They even have their own version of dune2k, ra and c&c, for reference.




#5072547 Want to build a game

Posted by SuperVGA on 24 June 2013 - 12:38 PM

That depends on your experience. I'm not registering to find out about these games, but if it's what i think it is; a *real*-time game with simple graphics,
controlled with a simple gui, it's certainly doable by one person. But again, it very much depends on your experience.

Have you developed websites or web apps before? What kind? You may need to trigger an event every now and then, to sort of "tick" the mechanics and apply some values across the game. Have you done something as such yet?

You could also make it turn based, that would be easier. But you'd have to work out a way for the game to progress.

 

(If you're going for real time, you may need a good server, depending on the amount of information to pass through. But the DOM poses a great advantage in fast cross-browser graphics, -so there's something to consider, just in case. ;) )




#5071746 Objects are bouncing do to gravity/collision

Posted by SuperVGA on 21 June 2013 - 04:49 AM

Don't apply gravity if your object has collided. Instead you could raise a "resting" flag, which will save you from many checks.

This flag could be lowered when the surroundings change, when other objects enter the region etc.

(Or you could lower a surroundings_changed flag)




#5065813 Little Inferno - Fire Algorithm

Posted by SuperVGA on 29 May 2013 - 08:16 AM

I think they feedback previous frames over the current one, while warping them (warp can change gradually) and using some blurring and color calibration.

The result of the frame is perhaps particle effects like you said, but it can be combined with a classic flame effect or the likes.

2D image processing is fast nowadays, so it's basically just about combining stuff right. Above is my 2 cents.

 

Fluid dynamics iscan be a whole lot more complicated than the abovelinked (Although I guess it is a simplification hereof, in the plane). I'm convinced it can be done with little effort.

It's just that particle effects has been so "in" during the past 15 years, and it hasn't become mainstream yet to using pixel shaders for 2D fire effects like this one.

 

The method is a few decades old, though, to my awareness. Naturally the requirement to resolution has changed, and 20 years ago, we'd probably be using pixel doubling and as direct video memory writes from the CPU as we could.




#5065764 Need help making wet/rain shader

Posted by SuperVGA on 29 May 2013 - 04:02 AM

I think there was an AMD demo a while back that showed off parallax mapping with cobblestones, and it was used for rendering a rainy street scene.  You can check that out as a source of ideas for how they did it - I believe Natalya Tatarchuk was the author of the presentation that I read.

Exactly. I was really impressed by that one back when it came out. Still am, to be frank.

It's the AMD (ATI, actually) "Toy Shop" Tech demo

 

I found a couple of slideshows on it, but no actual shaders or explanations of their approach. sad.png

http://developer.amd.com/wordpress/media/2012/10/ToyShop-Eurographics_AnimationFestival.pdf

http://www.ati.com/developer/gdc/2006/GDC06-Advanced_D3D_Tutorial_Day-Tatarchuk-Rain.pdf

http://developer.amd.com/wordpress/media/2012/10/Tatarchuk-Rain.pdf (A little more technical)

 

I found this though! Seems like an interesting read! (It's a whole series on wet weather stuff - maybe you should read from its first page!)

 

EDIT: Looks like I relinked to the blog Yourself mentioned a link to. My bad.




#5058170 3D draw colors bleed into 2D draw colors

Posted by SuperVGA on 30 April 2013 - 02:45 PM

Remember to
glUseProgram(0);
To properly disable the shader.

I'm uncertain with regard to what glDeleteProgram does on its own, but I really doubt that you need to call it every frame...


#5053859 Where to publish my first 2D Game!?!?!?

Posted by SuperVGA on 16 April 2013 - 09:14 AM

Out of curiosity; what did you write your game in?

If you wrote it as a web app, cool enough. Cross platform.
If you wrote it in ObjC and then wrote it for PC (Or the other way around),
how come you take time to port everything and still feel that you need to ask here?

Or maybe you're using an ObjC compiler for win or 'nix?
(Your earlier post included, it sounds like you're ready to publish to PS3 or PSV, Xbox360, PC, IOS and perhaps even Android)
Either way I'd love to know what language and tools you're using.




#5053453 Is this a bad programming paradigm?

Posted by SuperVGA on 15 April 2013 - 08:40 AM

How about letting Class A output those messages (for all functions), and only override (implement) the available functions in Class B?

This makes A more like an interface than a class, and in that case it could actually consist of pure virtual functions as I see it. (Without implementation)

(My virtual is a little rusty, but I think this qualifies, please tell me if it doesn't)




#5046785 Is it bad to use an IDE when you're just starting out with programming in...

Posted by SuperVGA on 26 March 2013 - 01:07 AM

I agree that an IDE can make things seem more complicated than they are/should be, but with the right guidance an IDE is fine.

If you take some time to read about the different parts of Eclipse or Netbeans, and how their UI's are laid out, you'll be fine, perhaps even better off than without using an IDE.

 

It won't be long before you'll encounter an error, or before you'll want to add a break to a line, enbaling you to step through every statement in your code - and that's much more complicated without an IDE, IMO.

 

The things you need to focus on from the beginning, regardless what IDE you'll be using, is (1) The code view (that main area that you can type into) like mainstream text editors, it allows a tab for every open source file.

(2) The project explorer (that bit showing your project, the contained packages and the source files as a tree structure)

(3) Basic project settings, where you can add some jars to extend your project with. This will be more important later on, but it's essential for setting up a project in the first go.

 

The rest will in my experience both as a TA and a developer come gradually.

 

Of course, for the very first steps it may be easier for some to go without an IDE, like Nercury says. Check Oracle's first lesson on the topic. But again, I wouldn't call it a gamebreaker if you start with an IDE.




#5046517 Help me understand .cpp vs .h in C++

Posted by SuperVGA on 25 March 2013 - 07:51 AM

Like I said I was not up on my CPP and also asked for help in clarification,  So I guess by trying and asking fo help you get knocked down.

This is why people do not try.

If you know CPR, or if you're a paramedic, it's cool to help a person who collapsed on the street.

I would think twice before electrocuting people, or going "scalpel!" when I don't really know what I'm doing.

Even if I just want to help, try at home first - it won't mess up other peoples' interpretation of "correct".
 

[I] have been out of CPP for awhile and I am trying to get back into it.  I realize newer versions of CPP have changed and so has the format.

That part never changed, though.




#5045160 The games that everybody writes.

Posted by SuperVGA on 21 March 2013 - 01:29 AM

 

 

'm curious to know what you mean by this! biggrin.png

It means I started programing before Alexey Pajitnov wrote Tetris in 1984.

Ah, alright. I was wondering because I didn't see how that would keep it from appearing in your original post.

Thus i thought you meant when you started your latest project or something along those lines.

 

Your original post mentions nothing in regards to the time of original release.

I don't think I heard of Tetris until sometime in the 90's so during the first 10 years I was programming it never occured to me to rewrite tetris as I had no knowledge of it. After I heard of it for whatever reason, I still have had no interest in writing it. I know I've seen many rewrites of it but it doesn't pop into my INTP brain as a commonly written game. That's why I'm asking y'all to find out what I've missed!

Ok, i get it now. I also reread your first post how you intended it to be read. Until now, I thought you wanted us to list game types that we see written over and over again,
but I get now that it's about game types that we revisit and write ourselves, over and over again. Gotcha, Mr. Old-school.  :)

 

As iMalc said about the self-playing tetris game, -that's actually quite fun to watch. Give it some rules for how frequently it can "tap the keys" and watch as it plays.

A good excersise on everything from a very basic AI to a very advanced one. Plenty of room for AI next to a relatively small game in terms of lines.






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