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Ussyless

Member Since 24 Jan 2011
Offline Last Active May 21 2013 10:59 PM
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Topics I've Started

Career advice

21 May 2013 - 07:40 AM

Greetings all, i was hoping on some opinions/advice on my current plans

 

right now i'm going to start studying at uni, so next year i can start a higher level course at university

 

my plans were to, this year do two subjects of my choice in order to improve my UAC/ATAR (not sure if that's just an aus thing) and chosing subjects maths and physics

 

Next year, with my course finished, i will hope to start a bachelors or something, i was thinking a bachelor in software engineering

 

after i get my bachelors, i will look for whatever work i can get (game, or software work) using my degree, as i've heard there's a demand for qualified software engineers

 

in my free time i'd like to work on small game projects of my own throughout the whole thing, then perhaps one day become self sufficient, or use work history/qualifications/personal projects to break into the games industry 

 

my main interest would be small/unique games i could sell by myself to supplement my income, or replace it

 

anyways, any opinions/advice?


Grid heightmap with clifffaces

18 May 2013 - 09:09 AM

Greetings, i'm working on a small project, and i want to be able to create a heightmap with cliff faces

 

rather than trying to explain it, i've made a diagram

 

MkVz16w.png

 

so basically, edges of the heightmap could de-sow from each other and go up into a cliff, or down into a canyon, maintaining a hard edge

 

diagonal edges are not important

 

 

i had some ideas of my own suck as

 

each tile contains 4 points of data, rather than one per grid point, this method isn't ideal as it would be difficult to tell what is sewn to what, and be able to edit map/create movement on the map effectively, aswell as using 4 times the memory

each grid point would instead contain say 3 or 4 possible heights, i could de-anchor the terrain from one point, and anchor it to a new point which i could move up or down to edit (or have a dynamic amount of heights stored in each point, changing for the situation)

 

 

anyway, i was wondering if anyone had any better ideas for my problem?

 

the project will be a stratergy game, buildings, units etc, so collision mesh type things aren't realistic


glGenBuffers throwing an access violation

19 February 2013 - 08:42 PM

Greetings, so i'm trying to use vertex buffer objects, however, glGenBuffers is throwing me an access violation

 

Checklist time:

i have glew installed.

i have freeglut installed

included in this order

 

#include <GL/glew.h>
#include <GL/wglew.h>
#include <GL/freeglut.h>
i have a linkers to the appropriate libraries, (glew32, freeglut) unless i missed something
i have run glewinit (both before and after glutinit on seperate attempts)
genbuffers is run as follows
...
GLuint VBO = 0;
void init(){    
    float temp[]={10,10,20,10,10,20};
    glGenBuffers(1,&VBO);
...
according to the utilities included in glew, my open gl version is
version string: 4.2.11931
 
 
any help?
 
i can provide more code if needed

Organising entities/resources

18 February 2013 - 12:12 AM

Hi, so i'm wanting to work on a small personal project, involving me building my own simplish engine, and everything related, and at the moment, i'm creating entity types similar to this (this is the header file, not cpp)

 

class e_ship : public g_entity
{
public:
	float x;
	float y;
	float xseepd;
	float yseepd;
	float dir;
	float dirspeed;
	g_texture spr;
public:

	void midstep();
	void draw();
	void init();

};

 

and entities are spawned something like this

 

    game->entities.push_back((new e_bullet));
what i'd like to have is a catalog of the entities in the game, perhaps something like this

g_entity classes[];
class classes[1] :public g_entity{};
- though this is redundant and wont work, i hope you see what i want to do, and i'd like to know how 
 
the goal of this outcome would be to allow me to loop through the list, display any tags related to an entity (derivitive of X entity, solid, non solid etc), allow easy level editing , and just make the engine more robust, and also allow me to loop through and load all needed things for the entities used
 
my thoughts were as follows:
 
i would now need 2 entity identifiers, one to identify the class, and one to identify the unique entity once spawned
the class identifier would ideally be assigned automatically, however it would possibly be not realistic, or i might delete an entity i no longer need, then everything after it moves down one ID, and all entities in map/saves are subequently changed
and i would also need to know how exactly i would store these classes, some options i thought of would be
 
create the class like class e_ship : public g_entity
 
then pass the address to the library somehow
 
or
create them directly in the library somehow
 
- though i don't know what would work, or how i'd do it, i've tried some methods on my own that havent worked
i would need some way to actually catalogue these entities, would class classes[]; actually work?
 
 
 
 
anyway, i'm hoping for some comments or links to articles about entity systems designing/architecture, libraries etc

i would also like to do similar things with my resources, materials etc, so links to articles about resource loading/management would be helpful also 

 

thanks


how do i deal with packet loss?

29 September 2012 - 09:27 PM

greetings, i've written a flowchart on a uh, i guess "network model" that i have come up with and want to hear some feedback/get some answers on some things
Posted Image




OK, now, first things first, i believe this model would be better suited to an RTS game than what i have it planned for , which is a platformer-type game and that is why i'm posting it here
a few questions i have are:
*how can i transform this model to better suit a game over UDP that requires decent response times
*how can i account for packet loss?
best ways i can think of would be

find the next known good packet after the lost one, then loop through the actions up to the current time
which it has its pros/cons such as beign able to deal with complex actions, such as throwing a rock, you could bind the rock to a packet, and if the packet is known to be bad, then it disappears
and on the other end, it would cause the game to be more jittery

or sending the players position with each packet, and interpolating the current position to the new one if it's off


anyway, i'd be glad to hear other peoples thoughts on this

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