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cebugdev

Member Since 11 Jan 2006
Offline Last Active Jul 01 2015 09:34 PM

Topics I've Started

custom engine question

19 June 2015 - 07:55 PM

hi guys,

 

we've been using the same custom engine (HTML5/JS canvas based) to developed our 2D games in web and in mobile for around 3-4 years now.

and we are about to develop a cross platform 3D game in mobile, but since our engine is using 2D, im sure ofcourse we cant use that specially for rendering,

 

now my question, what are the options in writing a cross platform 3D engine that runs on platforms. Do i go for WebGL? i dont think native OpenGL ES in android can run on IOS too, so do i need to write separate engines for both?

 

Note i know 3D APIs like OpenGL or DirectX and i made applications in desktop with them.

Also, using a 3rd party tools is not an option as this engine serves as both for study and ofcourse for commercial.


Developing in native for mobiles question

05 June 2015 - 08:55 AM

HI all,

 

i know that it is listed in the FAQ about the libraries and tools in developing cross platform mobile games stuff like Marmalade or Unity or any 3rd party tools always comes up. 

 

but my question is, how did tools like them did it?

our situation is, we have a native game developed in Android native, by native i meant stuff like 2D canvas, opengl, etc.

our original agreement and contract is only for android, and a couple of years later, they want to release it in iOS as well.

 

so how did these 3rd party tools do it? how did they make a library or a tool that compiles to both android and iOS.

 

I just want to get idea on how to develop and release a game that runs across platform using the platform native. 

perhaps sometime in 2D they 'compile' or release in HTML5/javascript? how about if the game is in 3D?

 

im just asking these question as we are still considering to develop in native or for short not use any 3rd party tools or libraries.

 


data storage in HTML5 for android

01 March 2015 - 05:59 PM

hi all,

 

we have an HTML5 game that we are planning to release into android by wrapping it thru a webview and running it locally (we dont want to port and rewrite the game), how do we handle saving and retrieving game data? 

 

currently, our experience in HTML5 are games hosted in facebook and data are stored in databases thru connection to servers, now we want to make local running games in mobile by using HTML5.

 


terrain editor resolution based on height

19 February 2015 - 06:19 AM

hi guys,

 

i have a terrain editor with only a fix resolution, by resolution i meant the vertex coordinates distance.

my terrain editor supports height edit like raising and lowering of the height just like the other terrain editor hahaha.

well anyways,

i want to have the ability to adjust the resolution on the area where the terrain are raised/lowered, 

 

any suggestion on how to handle this?

there are lot of LOD implementation out there including node based based on distance from camera.

but this LOD approach is based on height, 

 

perhaps my question is;

-how do i handle or store the height data? right now the height data are just stored in a 2x2 array and each array is equivalent to one vertex in terrain grid, but how will it looked like if i increase the detail let say in a certain area im lowering/raising the height?

like a certain square is divided further into smaller grid, but how do i represent it in the height array?

 

-is there a term or name of the algorithm i just mentioned above? or perhaps resources i can check?

 

Thank you in advance! 

 

 

 

 

 


javascript weird number bug

17 February 2015 - 08:32 AM

i found a weird number (range?) bug in javascript

 

take a look at the script bellow.

<script>

	
	var value = 10152761186263789;  /// <-- Problem
	console.log(value);
	
	var value = 10152761186263788;
	console.log(value);
	
	
	var value = 10152761186263785;
	console.log(value);
	
	var value = 10152761186263790;
	console.log(value);
	
	console.log("---------another number problem----------");
	var value = 10206384921611984;
	console.log(value);
	
	var value = 10206384921611985;  /// <-- Problem
	console.log(value);

	var value = 10206384921611986;
	console.log(value);
	
</script> 

the output will display 

 

10152761186263788    <-- why?

10152761186263788

10152761186263785

10152761186263790

 

---------another number problem----------

10206384921611984

10206384921611984     <-- why?

10206384921611986

 

i found it weird why the first one printed wrong, while the other numbers are printed correctly, it may not have been the range of variable since the last number printed correctly.

i tested this script in Chrome, Firefox and IE with same result.

 

what do you think about this?


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