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Switchblade_77

Member Since 13 Jun 2011
Offline Last Active Nov 27 2012 01:01 AM

Posts I've Made

In Topic: Help me in selecting an engine

16 September 2011 - 03:33 PM

thank you JTippets. I will try to see if I need to optimize my screen manager. If so I will then revert to you.
menyo : I do not wish to rotate the isometric view. But in future if I need a rotation of 90*x degree then I just have to tweek a little bit of my code to get it running. There are many advantages of using a 3D backend as opposed to a general 2D engine. I've read many of JTippets post before and have learned the hardware are now sophisticated enough to handle 3D stuff and most of the other parts like collision detection etc can be easily computed.

In Topic: Help me in selecting an engine

15 September 2011 - 04:35 PM

Ok, thanks for the big post. Really appreciate it.
Firstly the orientation of the camera never changes since the sprites will be created for a particular angle namely isometric for the game world view and a side scroller view for the arcade battles. Also the camera will always follow the player.
What is a scene manager according to my requirements?
When I was working around the engine of my own, I learned that the faces of the objects could be culled by representing the drawing of the vertex in a specific manner(i.e clock wise or anti clock wise)
I do not know if I have to freedom to do that with some other engine where in I can specify how the polygons will be populated.
I have represented the sprites on cubes with the same technique above eliminating the 3 planes to be culled that are never shown due to back face culling.
Also, I've learned that opaque objects are to be drawn first then the ones that can become transparent.
So I've tried it out and come to a point where the transparent pixels of a cube were obscuring the geometry of another cube.
I came to know that alpha test needs to be enabled and after that I didn't need to worry about the transparent pixels of the cubes of opaque objects drawn in any order as long as they are drawn before the ones that can become transparent.
http://www.gamedev.net/topic/606079-is-depth-buffer-not-working/page__p__4833993__fromsearch__1#entry4833993
I also wrote a custom method to map the sprites to the cubes which was very complicated and tricky.
So what I think I understand is that this way of doing things make the zbuffer sort the objects in a scene automatically, the back-faces culled by the manner of population of vertices of a cube and how alpha test works.
I did not test on how many objects the scene could render.

I was using openGL(LWJGL) and java to render my scene ..

What I want to know is with horde game engine what all is possible to do from what I've learned .. i.e can I implement any of the techniques above that I've learned.
How is a level represented? In my head its just a file with what objects to place in which grid. By objects I mean cubes i.e what the cube represents, how big a cube is, how many grid will it occupy, etc all encapsulated in this file. I've never used an engine before and wanted to how difficult it is to attain this requirement.
If I've made any mistakes or senseless assumptions please correct me.

In Topic: Is depth buffer not working ?

11 July 2011 - 04:18 PM

This did the trick ..
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER,0.1f);

Thanks Kauna and gsamour

In Topic: Is depth buffer not working ?

11 July 2011 - 04:00 PM

Alpha channel and alpha testing is what you are looking for-


Ok, seems that you have alpha channel for your textures. Check that you use alpha testing to clip transparent pixels.

Cheers!


How do I clip transparent pixels ? u mean clip the geometry ?

In Topic: Is depth buffer not working ?

11 July 2011 - 03:59 PM

You say your objects are texture mapped cubes?

What I see is that your cubes are overlapping each other and for that reason hiding objects drawn after them.

I don't exactly understand the shape of your objects and what kind of texture each object has.

For me it seems that your z-buffer is working correctly.

Seems that you could solve the problem by drawing your objects back to front order.
However, that is probably you want to avoid since you are using z-buffer.

Can you elaborate a bit your objects (like show them closer or from different angles and show the real geometry in wireframe) ?

Cheers!


My objects are cubes but with textures drawn in isometric view and then mapped to it like a paper over the cube in 2d space.

So is the drawing order important ... I thought the z buffer should take care of the drawing order
When I turn my view the image is distorted ... I can fix that by drawing textures for each quadrant ... and applying the texture to respective vertices..

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