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stevo86

Member Since 29 Jun 2005
Offline Last Active Sep 19 2013 10:58 PM

Posts I've Made

In Topic: "Lighting" with OpenGL 2D graphics

11 February 2012 - 02:43 AM

I'm not sure exactly how you handle your textures, but if you're not already using PNG, I'd recommend using it as this will probably be easier if you do. Anyways...

To do flashlight lighting, you'd want to create a blank image (as in transparent background) in your paint program. Then just draw a spherical gradient from white to transparent in the center of the image. Save that as the light. In your code you then load the image and enable blending (glEnable(GL_BLEND)) and set the blending function to glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); and draw your light quad with the light texture on it. Probably want to set the transparency down on it too, maybe set glColor4f(1, 1, 1, 0.7f); or something so the things underneath it still show through.

I could be mistaken on the exact parameters for the blend func, I haven't played with it in a while and I haven't started implementing the lighting in my current project so I'm not totally up on it, but a quick Google on glBlendFunc can list the different choices and if you just plugin a few different combinations you'll find the one you're looking for.

In Topic: Access Violation upon calling an OpenGL Extension

16 April 2010 - 08:54 AM

That seems to be it. Cheers!

In Topic: Is Unreal Development Kit worth it?

13 November 2009 - 02:38 PM

The UDK is already the best engine out there right now for 3D game development (in my opinion). The toolset is extremely easy to master, at least it was for me. After a few hours mucking about with it, I was able to create some fairly complex levels (geometrically speaking) and the lighting engine is second to none with the possible exception of the Crytek engine. I've never really spent time developing a full game with it, but I have used the scripting engine, the editor, etc., and found them all extremely simple to use, especially if you're already using a programming language like Java or C++ or C#.

To be fair though, I've never used the Torque or Unity engine yet.

In Topic: Stone Age RTS

01 November 2009 - 06:53 AM

It's a lot easier to get other developers involved from a professional stand-point when you flesh out as much as possible so that it doesn't look like you simply had a whim to make a game and typed up a 1000 word description. Design documents can certainly be flexible when a feature turns out to be wrong for the game, but the fact that it's documented and described makes the coding/content-creation/etc so much quicker and easier.

The easier it is to visualize YOUR idea, the quicker the realization and the more accurate the interpretation will be. If you say stone-age RTS, I may think Fred Flintstone and you may think Jurassic Park, but by fleshing out exactly what you want, it's a lot easier to distinguish between the different ideas. And as I said, there's always room for improv.

In Topic: Stone Age RTS

01 November 2009 - 02:14 AM

The simplicity is fine for broad strokes and getting people interested, but if you expect people to join a team and help develop the game, you're going to need to flesh out every single little detail, down to the way the user interface will look and which mouse button will select units and which will move them.

If you're just running a design idea by the people of gamedev.net, it looks good. It sounds interesting that's for sure.

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