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Member Since 24 Jun 2012
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Topics I've Started

Mipmapping Issues

29 August 2012 - 10:16 PM

doesn't play well with my application. When the call is present, it crashes before my window pops up. The function where I have it is never called (I did this for debugging), but it still causes a crash. I know it's to blame because when I comment it out, everything works fine.

I heard there were issues with this call and ATI cards, but that's not my issue--again, the function with the line in it is never called, so I don't know why it's acting up (also no idea how to debug it--any breakpoint set there is never reached). It compiles correctly, so I'm pretty sure I have my libraries set up properly.

Library linking with Eclipse CDT

23 August 2012 - 09:51 AM

So I've got the SDK working and I'm trying to draw the basic triangle.
#include <gl/glut.h>
void drawSub(void){
//color, dimensions, type
//vertex, dimensions, type
void sSimResh(int x, int y){
if (y == 0 || x == 0) return;  //Nothing is visible then, so return
  //Set a new projection matrix
  //Angle of view:40 degrees
  //Near clipping plane distance: 0.5
  //Far clipping plane distance: 20.0
  glViewport(0,0,x,y);  //Use the whole window for rendering
void sSimDisp(void){
//clear the color buffer
//start drawing stuff
//close rendering stuff
int main(int argc, char **argv) {
//initialize GLUT
glutInit(&argc, argv);
//display mode: color index/RGB, 1x/2x buffering
//window size
glutCreateWindow("Main Window");
//assign a clear color (R,G,B,alpha)
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
//required functions
//let GLUT do things
//loop forever
return 0;

All fine and good. In the linker section of the project, I have (under -l): glu32, user32, freeglut and opengl32. Eclipse doesn't tell me it's having any problems finding said libraries, so I assumed I was good to roll (includes checked out fine too). Despite this, i'm getting linker errors (undefined reference to `_imp__glutMainLoop@0' etc).

I know my choice of IDE is less than ideal, but I use it for everything else from Java to Python, so I really don't want to install another one, though I hear the whole OpenGL deal is much smoother on VS. I'm hoping it's something I'm doing wrong as opposed to the source code needing fixing like it did earlier when I tried to build the SDK...

Building the SDK

21 August 2012 - 04:06 AM

I'm trying to build the Unofficial SDK (in Windows) so I can start playing around. I was able to use premake to generate the makefiles, but running make itself is giving me issues.

First, just running "make" in the gl_sdk directory does me 0 good. It says "cc" is not a recognized command, so I force it to gcc by typing "make MINGW=1 CC=gcc". That starts the build well enough, but I get this error once the glimg build starts, stopping the entire process:

In file included from ../glload/include/glload/gl_4_2_comp.hpp:5,
from ../glload/include/glload/gl_all.hpp:8,
from source/TextureGenerator.cpp:7:
../glload/include/glload/_int_gl_exts.hpp:3037: error: integer constant is too large for "long"type

I'm pretty sure I must have done something wrong, unless whoever made the sdk really screwed up the C++ file.

Making a Space Flight Sim!

24 June 2012 - 11:08 PM

I've been tossing the idea around in my head for a couple months of making a space flight simulator. Before asking for help, I want to give a little of my background to establish the kind of advice I need.

I'm an electrical engineer, particularly one of those who codes more than most. I have a good grasp on C, which basically means I can code in anything inside that umbrella--C#, C++ and my Java is excellent because of the lots of android programming I do as a hobby. I know a little python and perl and a few assembly languages. Another of my hobbies is producing music/DJing, so I have all that mess more or less sorted out in terms of equipment and software. I know a crapload of physics too, especially electromagnetic stuff (obviously). I have all the Autodesk stuff I need for making models and texturing. As far as my actual game programming experience goes, I made a thing in flash a million years ago and used some of the weaker game creation suites (like RPG maker) for some quick jokes.

I drew up some sketches and some theoretical models for some sweet propulsion and weapon systems, I'm more or less ready to go. As far as my research shows, I need this major stuff:

-Physics engine
-a lot of scripting
-peripherals! (like joy pads)
-or alternatively a complete game engine that has everything I need.

Something like this (http://www.shatters.net/celestia/documentation.html) captures the fundamentals of what I want to do: realistic space travel, including the modelling of distant objects, orbits, gravity etc. A lot of different engine/renderer combinations look alluring, but I'm not sure which direction to go in because of the nature of the type of combat I'm thinking about incorporating. I want to use a lot of directed energy weapons and have realistic EM wave propagation and assorted effects, which means a lot of vectors with complex calculations everywhere all the time.
In plain English, I need something really fast and really flexible that can have a lot of math shoved into it.

I have a few friends working me on this too, so don't refrain from advice that points me down a labor intensive route. At this point, I want some opinions on what tools I should use. From there, I'll do a warm-up project to familiarize myself with the workflow then take on the big one.