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Boder

Member Since 14 May 2004
Offline Last Active Yesterday, 12:06 AM

Topics I've Started

What is your development environment?

30 August 2014 - 05:10 PM

I wanted to take the pulse of the different tools people are using for their projects. I've tried quite a few languages, libraries, and IDEs so I just want to see what is currently working for people (and what isn't).

 

If you could, post:

1. Your OS

2. Target OS/Device

3. Language and IDE (or name of editor/compiler)

4. Libraries/Packages/Whatev you call 'em

5. Type of project (game/tool/2D/3D/team project/solo/free/pay)

6. Most importantly, what you don't like about the setup and also some of the highlights

 

Thanks all.

 

I have Windows 8 now and I'm going to be setting up some development tools. I've used many, many C/C++ IDEs, Java to a lesser extent, I only really checked out what was possible with Python and C#.

 

Anyone using C# with OpenGL or is that unheard of? How about Java and OpenGL? C# and SDL? Is C# still only for Windows builds?


Laptop's Graphics Capabilities - Testing/Checking

29 August 2014 - 10:40 PM

I got a new laptop, just a "basic" one as far as the graphics card.

 

What's the easiest way to test its limits? Is the GPU usually the limiting factor these days?

 

I'll tell you what I've done so far:

1. Looked in Device Manager

2. Ran "dxdiag"

3. Downloaded "glview"

4. Decided against downloading the megafile "3DMark"

5. Downloaded the latest display driver that did nothing

 

Do I have to download the latest Direct3D? Are the runtimes current with the development version?

EDIT: Ran the latest DIrectX Runtime Install - Just extras.

 

The OpenGL Extensions Viewer shows support up to 4.2. Is this determined by the driver or the hardware? Even if it's supported, does that mean it's decently fast? 4.3 is 38% supported. 4.4 is 0%. The only test that wouldn't run was OpenGL 4.4.

 

DxDiag shows DirectX Version: DirectX 11, but under drivers it shows "Feature Levels" up to 11.1. This suggests that the hardware is limiting me to OpenGL 4.2, DirectX 11.0.

 

How do I test things like fill-rate and polygon-count? My old laptop was always fill-rate limited.

 

I found the tool WinSAT. Have yet to investigate what the numbers mean.


Exploration platformer

01 April 2008 - 06:32 PM

I've just started on a project. It's kinda what I've always wanted to make. Working a little bit at a time, I hope to be done in a year. The biggest inspirations are Knytt, Untitled Story, and the Underside. The fundamental draw is exploring the world, so it must be vast, appealing and alive. Control is also key. Beyond that, I'm aiming for more of a puzzle/item type system instead of a "Metroid powerup" type system. Spud's Quest is a good reference here, although I found that game had its flaws. I don't like the one-screen "scene" format that scrolls when you hit the edge. So I have to break up the large map. If I don't feel really ambitious (which I probably won't), I'm not going to be doing dynamic loading with multi-threading. So the "scene" will be probably about 10x10 screens if I don't break it up some other way. The hook is hopefully the story and interesting characters you meet, as well as exploration. But what is different is I'm going for a high-resolution display, all the inspirations use pixel art. But it is not realism, it's rather something of a painted look. I help with the Secret Maryo project so I have some experience seeing how high-resolution 2D works (except Maryo is vector art). Not many enemies are planned, maybe spikes, lava, swinging spike balls, and turret defenses. Maybe some platforming. Maybe a little bit of maze challenges, because you travel through pipes in the world. I'm using C# and OpenTK. Currently I'm using FBOs, VBOs, and NPOT textures but I may want to switch for older cards/laptops. Ideally, if I had all the time a panda does, I could make it easily mod-able like Knytt Stories and the Underside almost is. But then you have to make tools that others can use and a more flexible code design. However I am definitely using flexible XML formats and possibly lua, but then again I don't really want that level of gameplay complexity. I have to focus on the basics because after that I still have to do art and level design. Hopefully it's good enough I can get some ambient music and sounds, but that is for later. I thought about 2D physics and generalized slopes without tiles, but realized that without those features being the "hook" of the game, I would need more manpower to pull it off.

In-game Console and Scripting

20 March 2008 - 07:02 AM

I haven't implemented a scripting language or a Quake-style console in my games yet. I was thinking about it and wondering if it's worth implementing a console if you already have a script hooked in. The way I thought about it is that you could run the game windowed and have the main scripts open in a text editor. Then you could (F5) refresh the scripts and get most of the benefit of inputs to the console. The console is also used for debug printing info. You could have an overlay that lists all the important variables and their values. I was wondering if people knew of good examples of a console in a game that is tied to a scripting language like lua or python. Hopefully freely downloadable. I would like to see it, because most consoles seem to stop short of being a full language. I wonder if all the error-checking, logging, and flexibility with scripting/xml/consoles is worth it for a moderately sized game. Then I think of some counterexamples and know it's worth it to some extent.

DirectX 7 Project

04 March 2008 - 04:25 PM

Do I have to install the DirectX 7 SDK to compile a projecct, or can I use the DirectX 9 SDK? Missing types: LPDIRECT3D7 g_pD3D = NULL; LPDIRECT3DDEVICE7 g_pD3DDevice = NULL; D3DTLVERTEX g_Vertex[4]; //quad vertices for 3D images Undefined defines:
	//Set render state
    g_pD3DDevice->SetRenderState(D3DRENDERSTATE_CLIPPING,false);
    g_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING,false);
    g_pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE,D3DCULL_NONE);
	if (pImage->isMasked == true)
		g_pD3DDevice->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, TRUE);
	if (alpha != 255) //if image is alpha blended
	{
	    g_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE,true);
	    g_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA );
	    g_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCALPHA);
	    g_pD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTA_TFACTOR);
	}
Setting up the device.
//Query DirectDraw for access to Direct3D
    hr = g_pDirectDraw->QueryInterface(IID_IDirect3D7,(VOID**)&g_pD3D);
    if(FAILED(hr)) {ReleaseObjects();return 17;};

	//Create the D3D device using hardware
	hr = g_pD3D->CreateDevice(
		IID_IDirect3DHALDevice, 
		g_pBackBuffer, 
		&g_pD3DDevice);//I'm getting a no palette attached error

	//If no hardware support, create the D3D device using sofware
    if(FAILED(hr))
    {
        hr = g_pD3D->CreateDevice( 
		IID_IDirect3DRGBDevice, 
		g_pBackBuffer,
		&g_pD3DDevice);
	    if(FAILED(hr)) {ReleaseObjects();return 18;}
    }

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