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Member Since 18 Nov 2005
Online Last Active Today, 08:22 PM

#4884014 Apples new patent (what a joke)

Posted by dpadam450 on 14 November 2011 - 07:12 PM

There is the problem as well of techniques, can I patent cascaded shadow mapping? Deferred rendering? If not why? I came up with, well the end user doesn't know what you used, so you won't get more sales for something you cant see. But then I realized mp3 needs licensing and users don't know if you use Ogg, Mp3, or other. So how can any software ideas be patented? It's very confusing. So theoretically I think deferred rendering could be patented. So if it did, we SHOULD blame whoever patents it. To say don't blame Apple blame the system is dumb. They are using the system and doing something so disrespectful. So I blame Apple 100%. Laws ARE confusing. Should Apple apply for this patent? No. That's not confusing. Apple sucks. Pure greed in this case.

#4883674 How to add a single texture on a terrain in OpenGL?

Posted by dpadam450 on 14 November 2011 - 12:19 AM

Well your code is assigning a tile to each quad, what do you expect?

//you can swap z and x here, doesn't matter that much.
glTexCoord2f(float(z)/float(MAP_Z), float(x)/float(MAP_X));

If z loops up to MAP_Z, then z/MAP_Z = 1
if z is halfway to MAP_Z, then z/MAP_Z = .5
if z = 0, then z/MAP_Z = 0

So they start at 0 for the first vertex, and then at the last one they are 1. Everything in between is then scaled accordingly.

#4883322 Use a Pixel Shader or Make More Textures?

Posted by dpadam450 on 12 November 2011 - 06:05 PM

Turn mip-mapping on first. Which builds your sprites down to a 1x1 pixel (the most pixelated in your case).

With glTexParameter() you can set the GL_TEXTURE_MAX_LOD, (or maybe it will be the min) and you can select to use the 1x1 version, or 2x2 version 4x4, all the way up to level 0 (which will be your original image).

#4882861 Texturing more than one poly

Posted by dpadam450 on 11 November 2011 - 12:55 AM

[Mod edit: fire is not fought with fire around here, kthxbai.]

i know how to map uv to verts....

That is what you are asking right? How to map your verts into a UV space. My suggestion was walk the edges:

Your edge idea would be very simple if you made it a rectangle instead of 2 triangles, then you just start with 1 vert and loop around using the edges and just start with uv = 0,0, take the next connected edge vertex and set uv=1,0, from there check the next connected vertex and set uv = 1,1

you do not understand the basic concept that i want to do everything myself

Well if you want to do EVERYTHING then why not write an OS to program your flight sim on. Instead of using opengl/directx why not write your own interface? So to some degree you have to realize you cant do everything. And if you have never unwrapped a 3D model in another tool, then programming your own is going to be hard. Seriously your not going to use photoshop or MSpaint? I think you actually are 14 by the way you act and that your game is never going to be made, let alone sold because your textures will never get built to a professional game standard.

If you want a realistic answer then to "How do I write my own unwrap tool" then you can start with basic projection. Take your 4 points, and run them through your modelviewprojection matrix to get the actual pixels values of your vertices. So view from the top down, compute the vertices to pixels and then you can put them in UV space.

1.) your an asshole and I won't try to help you after this because 1: Everyone uses these tools, you are not cool for making your own, and its going to take you years to complete your game at this rate of "DO EVERYTHING IM THE BEST I PROGRAM WHEN I WAS 14 IM EINSTEIN". 2.) The fact is, you don't know what you are getting into because of this statement:

Actually i can select verts and then change their tex coords manually but its a stupid approach

EVERYONE in any application ever built to UV map, has to manually edit texture coordinates. Your whole ship doesn't just go into a 3D function and magically map to something useable. You still have to manually manipulate them. You have to make seams, pin vertices in UV space, move them, fill in your space properly. UV unwrapping is an art skill. It takes some time.

[Mod edit: more irrelevancy.]

#4882696 3D gun models

Posted by dpadam450 on 10 November 2011 - 01:09 PM

Nobody buys an un textured model.

#4882027 Is reverse engineering being regarded as a valuable skill when applying a new...

Posted by dpadam450 on 09 November 2011 - 01:48 AM

Reverse Engineering - Nope, not for games anyway. Never been asked in an interview.
Attracting People to you Resume - Get a website (free is fine) put up your work. Any games, youtube videos of your games/programming work. It has worked well for me. Secondly, 5% of companies recruit, the other 95% wait for people to apply directly to their company online. You have to go to them.

#4882016 Absolute beginner...!

Posted by dpadam450 on 09 November 2011 - 01:03 AM

No I said to make a game you don't need to know much C++ at all. You hardly need to know the ins/outs of any language to code a game. If he wants to be a professional c++ developer in games or elsewhere, then of course what I said would make me look dumb. I said to make games, you strictly can do it in any language without knowing more than a bit of the language. That doesn't mean your code will be buggy. Writing buggy code is writing buggy code, doesn't matter how sophisticated the design or algorithm is.

If game making was as easy as, A=B ++ and B = C then C = ++(A) and I got an MMORPG on my hands, then by gah companies have been doing it wrong for years.

Well no, but if this person wants to start writing games, he doesn't need to read advanced c++ for software engineering, rather just start learning to make games and focus on the games. Learning c++ at a professional level usually takes some college or serious dedication at looking at boring code. The focus at a beginner level should not be "I want to get hired to make an MMO at Arena Net in 6 months after reading a book". It should be to take baby steps and apply those to making small games. Again I said "at the core" thats all he needs to worry about at this point.

What about pointers, address, garbage collections, functions, api, hooks, drawing, math, formulas, modules, direct3d, directx for that matter, model manipulations, instances, networking, controllers, options, SDL, XNA... that must all be variable manipulations also.

You can make a game without pointers. Key word can, at least to start with. You are going to write crap code to begin with, we all did at some point. How can you know how to write good code without experience. I remember my first text based game, all 1 cpp file, no pointers, tons of if statements to check what room I was in. I don't even think I had implemented a Class yet at that point.

Thats my opinion, hes never coded, and your telling him he needs to immediately know and focus on becoming a master at c++. You need to start somewhere. The original poster asked about c++ and someone said: "C++ is too advanced" , it can be if you want to be advanced at c++. Everyone portrays the other myth that c++ is immediately impossible to learn as soon as I open up page 1 of a c++ book. Thats all I'm saying. I know you contribute a lot to this community but your talking about this guy writing perfect flawless software without ever having written a single line of code?

One you know how to make a games, the language won't matter so much.

This guy has the idea. Learn how coding works, pick any language you want.

#4881855 Absolute beginner...!

Posted by dpadam450 on 08 November 2011 - 01:25 PM

C++ is not a good candidate for starting out since you'll have to keep a lot of things in mind which keep you away from the actual programming part

Don't believe this. You only need to know very very little c++ or any language for that matter, to actually write a game. At the core all you need to know is how to make and manipulate variables. The first 20-30 pages of a c++ book is all you need to know really to make anything. Game development is not c++, common misconception in my opinion. Not enough material covers game development.

#4880596 Why not use return type "void"?

Posted by dpadam450 on 04 November 2011 - 02:06 PM

Returning void is perfectly fine. If there is nothing to return there is nothing to return. They are most likely saying return at least a boolean to say true or false, if the function actually worked correctly. Sometimes you have early breaks in functions such as checking for null and returning early so it does not crash.

#4880041 Realistic Head Render

Posted by dpadam450 on 03 November 2011 - 12:56 AM

You should have scrolled down on the cg page, there are a ton of final renders in different apps.

#4879095 remove duplicate vertices

Posted by dpadam450 on 31 October 2011 - 07:51 PM

Was going to say something like that as well just put them into buckets. Since its terrain, if its a grid all verts will share an x and y with several other verts. Make an array that holds number of vertex rows/columns. Plop a single vertex pointer into those slots, if a slot is already filled then delete it and connect your edges to the vertex already in the bucket.

#4878502 Game programming vs Girls

Posted by dpadam450 on 30 October 2011 - 01:37 AM

"Honey I would love to put you in my game but videogames chicks well......we gotta put some money into "those" and go to the leather shop."

#4878495 Game programming vs Girls

Posted by dpadam450 on 30 October 2011 - 01:18 AM

Probably a bad idea, you'd probably go all DOA beach volleyball and exaggerate some proportions and that would be the end of it.

#4878489 Game programming vs Girls

Posted by dpadam450 on 30 October 2011 - 12:52 AM

Well I guess you could make a 3D model of her? Share both worlds.

#4878179 Apples new patent (what a joke)

Posted by dpadam450 on 29 October 2011 - 02:25 AM


Im suprised graphics techniques have not been patented yet. I mean after this, then what other hope do we have. The progress of man kind is going to hell.