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bobbias

Member Since 06 Aug 2002
Offline Last Active Jun 22 2012 05:39 AM

Posts I've Made

In Topic: Moving on with Java

17 June 2012 - 07:43 AM

It's actually a GIGANTIC pain to find anything showing you modern OpenGL :/ I had a hard time finding too much useful code.

http://www.lwjgl.org/wiki/index.php?title=Using_Vertex_Buffer_Objects_(VBO) This should give you an idea of modern opengl.

lwjgl is pretty much the same as using opengl in C++ (there are a few differences, but overall the API is about as close as you can get in java).

The biggest thing about using modern opengl is that you need to do all your matrix manipulation yourself, and if you don't supply it with custom shaders, it'll fall back on the fixed pipeline to render things (which is bad, since fixed pipeline is not modern opengl).

In Topic: Attack Scripting?

15 June 2012 - 02:56 AM

You could create an XML based system. There are plenty of XML tools available (meaning you won't have to write your own parser) and it's pretty trivial to write something to extract your information from the XML.

In Topic: SDL simple rotation?

15 June 2012 - 02:53 AM

I just wanted to point out that you really should learn how rotation matrixes work, if you haven't already. It's really handy to understand how they work (especially if you plan on moving to 3D in the future).

In Topic: What is the best method for planet generation in a playable game(if any)?

15 June 2012 - 02:51 AM

Hmmm, it could be generation on-demand, it could be bad LOD code, or it could be no LOD (e.g. rendering a squillion polygon planet when you are in space).


Yeah, I was just trying to point out that if it's slowing down that badly, there's something wrong with what he's doing. I can understand something like a temporary slowdown for on-demand generation, but a permanent slowdown would suggest no LOD or bad LOD code, both of which are a bad idea and should be dealt with. I was trying to point out that there's no good reason for procedurally generated planets to permanently slow the game down like that.

In Topic: 3D model format nightmare

15 June 2012 - 02:48 AM

There are quite a few benefits to writing your own format.

You can reduce space y not including things you don't need or can generate on the fly.
You don't need to wrap your head around some other format.
You don't need to rely on code someone else wrote which may or may not work properly.

There are downsides, but I'd say those don't outweigh the benefits. Of course, the other benefit is that it's even harder for someone to mess with your assets (assuming you're releasing as a commercial game). It's certainly not impossible to map someone's custom object format, but it's certainly harder than when your assets are in a well known format (this does make modding harder though).

http://www.gamedev.net/page/resources/_/technical/apis-and-tools/how-to-write-a-simple-maya-model-exporter-r1906 might be useful.

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