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Josh Vega

Member Since 04 Jun 2011
Offline Last Active Nov 23 2014 08:02 AM

Topics I've Started

IQM Animation Blending

16 February 2012 - 01:10 PM

So I've been looking into the Inter-Quake Model (IQM) file format from http://lee.fov120.com/iqm/. It looks like a very interesting file format and I want to use it in my game. I picked up the SDK and all, but there's just one thing holding me back right now. I want to know if its possible to blend two animations together. I was looking into this for the MD5 file format a while ago, but that was for a different game and I don't really want to use it for this one (I prefer to use binary files now). But I know that it supports animation interpolation.

So my question is, does the IQM file format support animation blending/interpolation? I know I can just create animation sequences but like say I was making a flight simulator and wanted the to be able to lower the gears while using the rudder, ailerons, and elevators? Would I have to create an animation for each multitask action?

Btw, I already know about joint linking (I used that in with MD5), but I don't want to do that with IQM cause it will require multiple *.iqm files for a single in-game model (or did I miss read something somewhere?).

Oh, and if you know of a better file format than IQM I'd love to hear about it (I know I can just create my own, but that takes time). I really only have a few requirements: (1) Needs to be a binary file (2) Needs to support animation blending/interpolation (3) Needs to as lightweight as possible (e.g. no COLLADA metadata-like stuff).

EDIT: This is an OpenGL tagged topic because I will be using OpenGL as my rendering engine, so if the file format requires DirectX specific stuff (which would be a pretty big design flaw) it's gonna be a no-go. Also, file formats with some type of SDK or samples (e.g. loader, sample game) would be even better (though I will still consider file formats without these additions)!

Thanks,
Josh

Buffer Swapping in Panda3D (C++)

19 November 2011 - 08:48 AM

How should I go about creating a loading screen in Panda3D using the Buffer Swapping? I'm going to be using C++ (because I don't know Python and I'm pressed for time). I understand the concept of Buffer Swapping, but I don't know how to implement it under anything but OpenGL (and I wanna stay away from working with OpenGL directly).

Single- or Dual-Thread?

12 October 2011 - 06:50 PM

So I built the Open Dynamics Engine (ODE) today, and I noticed that it had a bunch of different build types:
  • ReleaseSingleDLL
  • ReleaseDoubleDLL
  • ReleaseSingleLib
  • ReleaseDoubleLib
I found out what the "Single" and "Double" mean (they mean Single- and Dual-Thread, respectively), but I don't know which one I should use in my game (or in general). Also, I don't know whether I should use a *.dll or *.lib.

Thanks for any help you can provide.

Btw, my game will by for Windows platform.

Open Worlds

18 September 2011 - 02:45 PM

So I'm creating a video game that I'd like to be an open world game similar to how Assassin's Creed: Brotherhood does it. I don't want it to be procedurally generated, like in Minecraft. I want it to be a predefined map that gets loaded as the player moves around. This is going to be my first major game and I need some insight on how I should approach this. Below are some things that I know I'm gonna use in my game (some might not be related to this, but you never know...):

  • C++
  • OpenGL
  • SDL
  • Glut
  • GWEN
  • Bullet Physics Engine
  • Custom Engine
  • Boost (for python scripting support, etc.)
I'm trying to make the game cross-platformable with minimal code changes (making it easier to update).

Thanks in advance for any help.

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