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Member Since 12 Jan 2013
Offline Last Active Jan 10 2015 10:39 PM

#5202445 distributing to windows,Linux, and mac osx with a C++ game made in allegro

Posted by sethhope on 06 January 2015 - 07:26 PM

AFAIK, you have to compile it ON the target machine. I develop on Windows, and have a linux boot sector, and a mac laptop that I compile on when I cross-platform develop. I could be wrong though...

#5189332 Keeping an object within boundries

Posted by sethhope on 26 October 2014 - 10:38 PM

For this kind of issue, you might want to look into basic circle based collision detection. First, find the center point of the circle. Then do something like this:

if(sqrt(pow((dotX-circleOffsetX), 2)+pow((dotY-circleOffsetY), 2)) < circleRadius)
//is inside the circle

This finds the dot's position relative to the center of the circle ((dotX-circleOffsetX) and (dotY-circleOffsetY)) then uses a basic distance formula to check if the distance from the center of the circle is less than the radius of the circle. If the dot isn't inside the circle, all you have to do is move it back inside the circle.

#5186833 Load Meshes

Posted by sethhope on 13 October 2014 - 11:15 PM

While most times I'd agree with yckx on the assimp thing, I think for a demo it's rather bulky. It contains WAY too many functions and formats. I say, find a format that you want and look for a library that specializes in it. It will be smaller and, in most cases, faster.

#5185892 Lua and Irrlicht compilation conflicts

Posted by sethhope on 08 October 2014 - 08:00 PM

Thanks JTippetts! I was really at a loss as to what it could be. I set the high precision flag in device creation and it worked like a champ!

#5183837 Interactive Tech Demos Turned Games

Posted by sethhope on 29 September 2014 - 12:43 PM

So recently I began looking back on my past games that I have finished. Most of them being either very simple 3D wireframe games or 2D shooters. They don't look, feel, or really even play impressively at all. They seem very standard. However, to me, they are my pride an joy.


I am a programmer who is more obsessed with using the least RAM and the least processing power to get something accomplished. As a systems programmer or a backend guy, that's perfectly fine. But as a one man game development team, that leads to some interesting issues.


As of late, I have gotten ideas for some good games that I really want to make, however, I have a problem with getting past the "tech demo" phase and into the actual game phase. I spend more time developing memory saving algorithms or finding ways to cut down on processing and less time on developing a game. In the early stages of game development, this may not seem like a problem, however, I have been encountering this problem subconsciously for over 5 years now!


I have been programming for the better part of 9 years, and have over 5 years in game development, but still struggle to get a basic 3D game to come together using modern technology.


I have no problems banging out a flight simulator for a watch built out of 8 bit AVR chips. I have no problems rattling off entity code for 10,000+ enemies on screen at once. I DO have a problem with putting these things to use within a game. 


Not sure if I'm making any sense at all, but if you have any advice for how I can become a better game developer and less of a backend memory-fixer, please let me know. 

#5183817 Funniest line of code ever ?

Posted by sethhope on 29 September 2014 - 11:43 AM


You only fixed the formatting... There's more that should drive your OCD insane... Muahahahahaha!

Fine, refixificated.

What can i say, the formatting apparently irritated me so much that i had to fix it immediately and could not see the wood for the trees.

Obvious joking aside, there is actually some reasoning in addition to readability to actually keep that kind of stuff lined up. For example, in VS you can edit multiple lines at the same time (alt-select) - useful when you later need to change stuff.

... speaking of which, i take you wrote the "= new ANIM();" stuff per line (copy-paste or otherwise) instead of writing all of them at once? *hint-hint*



Yup. I am an oldschool programmer set in the ways of Borland and other such IDE's. I use the more modern ones, however, my practices haven't changed.

#5183663 Funniest line of code ever ?

Posted by sethhope on 28 September 2014 - 11:35 PM

Personal favorite of mine (from the first version of my 2D engine back in 2009) 

	runRight = new ANIM();
	runLeft = new ANIM();
	runFront = new ANIM();
	runBack = new ANIM();
	idleRight = new ANIM();
	idleLeft = new ANIM();
	idleBack = new ANIM();//those of you with OCD will HATE me for these lines...
	idleFront = new ANIM();//if you don't have OCD, you have no idea what I'm talking about.

#5164318 2 songs for a new RPG (Feedback is appreciated)

Posted by sethhope on 02 July 2014 - 08:13 AM

Thanks for the feedback! I do agree that Dawn of Civilization is the stronger track of the two.

In response to Madsen, the game is a 2D top-down RPG with pokemon-style sprites (pokemon or final fantasy depending on which artist creates them).

I will work on re-writing a new, better title theme using the "theme" phrase from On the Horizon.


Thanks again for the feedback!

#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