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Member Since 12 Jan 2013
Offline Last Active Apr 18 2014 10:43 AM

#5140231 Vocals: Where to start?

Posted by sethhope on 18 March 2014 - 11:24 PM

So I just finished writing one of my best pieces: a jazzy space ballad. Now I am looking for vocalists to sing lead and backing parts. Where / how would I go about getting singers on an indie dev's budget (exactly $0.00)? Also, what would I need to provide singers? I have sheets for all vocal parts (separated in PDFs) and midi tracks of all parts as well as a recorded instrumental backing track. Anything else they would need? Thanks!

#5133928 What counts as "Code Plagiarism"?

Posted by sethhope on 23 February 2014 - 03:04 PM

I agree with Buckeye, however, I live by a moral code of not typing a single line unless I know EVERYTHING that it does. I do not write code until I understand every aspect of it.

#5133714 OpenGL supporting libs

Posted by sethhope on 22 February 2014 - 08:52 PM

There is no reason not to use GLM, it's very good and it is made to go with OpenGL.


I've had no issues with GLFW3. In fact it is my favorite window and context creation library because it is very light weight and does exactly one thing, unlike a lot of the other libraries which try to do everything.


I've had better luck with the FreeImage library, but I would recommend you use it for creating your asset tools. For your actual texture assets you are probably going to be wanting to store things like mipmaps and compressed texture data, so you are better off using a custom texture file format and leaving FreeImage out of your game engine.


Same goes with Assimp. There is no reason to be loading your game models in your game engine from a format like Collada or any other format that requires parsing. Your game engine should be using a custom format that is ready to go.


I disagree. GLFW has MANY bugs.. I ran into enough that I just gave up on it.


And as for assimp, I use assimp in my engine because my engine supports modding and I want modders to be able to load any file type that they want. Think of an engine like Unity. If it used a special format, no one would use it because it would be to complicated to convert EVERY model to the proprietary format.

#5133611 2 RTS vs 3d RTS

Posted by sethhope on 22 February 2014 - 11:42 AM

You could achieve a similar effect, but it won't look as good, generally. You are working with 2D sprites on 2D planes vs. 3D models in a 3D world.You could add 3D effects by using multiple sprites and moving them at different speeds as the player moves, but still it will only look like 2D imitating 3D. The mechanics and physics however, are only determined by how you program them. You definitely can have the same style physics and mechanics in 2D if you figure out how to program them.


Good luck with your RTS!

#5117143 Mesh Physics bullet physics and assimp

Posted by sethhope on 15 December 2013 - 01:38 PM

Read triangles from assimp. Feed triangles to bullet.

I know that much, but I don't know HOW... That's the problem. I've done mesh physics before with other libraries (my own physics library and a once-over .obj reader) but never with bullet and assimp.

#5116744 Mesh Physics bullet physics and assimp

Posted by sethhope on 13 December 2013 - 01:31 PM

I have been working on implementing bullet physics into my current project. I have worked with bullet before and am quite familiar with it, however, I am not as familiar with Assimp.

I have been reading up on both libraries and how they work and what the best way would be to combine them, but after googling excessively and lots of trial and error, I am still at a loss as to where to really begin. Every time I start implementing Bullet, I run into a problem with assimp.


Any suggestions as to where to start? (I have basic collision shapes in the engine as well as bullet initiation. I also can load and render models in the engine so far. I just want help on creating a mesh collider with assimp and bullet).



#5078973 Texture loading with devIL

Posted by sethhope on 19 July 2013 - 11:40 AM

I ran into several problems much like yours while using DevIL. After that, I decided to switch to SOIL. It is very easy to use (alot more so than devIL). http://www.lonesock.net/soil.html