alceloco

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About alceloco

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  1. Games for Widescreen

    I understand that it may be complicated to upgrade old applications, like junkrack's. But why is it difficult, like for EA, to build their new games resolution independent? That is, they should work the same in windowed (resizable) mode as in any fullscreen mode. Even if they are using existing engines, that kind of feature shouldnt be too hard to implement... Or is it just that they don't want to think too hard about their in-game GUI design?
  2. Hi all, I remember from a few years ago when I was looking into DirectDraw that the API (and probably D3D, too) allowed switching to some kind of "exclusive fullscreen" mode, I guess for efficiency reasons. Now I wonder if OpenGL (on Windows) or some Win32 API function provides something similar, or if it's not possible/neccessary at all. (Right now I simply use a top most window without border and change the screen resolution if required.) Any hints? (I'm using plain OpenGL, no glut or gameglut.)
  3. How can I map this texture to a sphere?

    Zahlman, thanks for explaining, that makes the idea of the mapping a lot clearer to me! Domarius, this is an interesting idea, I implemented it by subdividing a cube and then normalizing the vertices. I guess it's the standard way to do it, but it was fun seeing it actually work :D
  4. How can I map this texture to a sphere?

    Thanks, I will try both of your suggestions. Admiral, the problem is that I can't create this texture myself :) I hope the texture is appropriate to this spherical mapping that you mentioned...
  5. Hello, I downloaded the moon texture from this page (at the bottom) and tried mapping it to a sphere, constructing the vertex and texture coordinates myself (well, in code, but not using any special API calls for spheres...). However, the texture converges badly towards the poles: I am using quads, equidistant in x, and stretched by sin in y (so y differences are smaller towards the poles). I get the same effect with equidistant y coordinates. I use this method as well for texture coordinates as for vertex coordinates, where the vertices converge by shrinking the radius of the resultic cylinder. I hope you understand this - the code is a bit convoluted, but you may want to have a look anyway: for (int x = 0; x <= max_x; ++x) { for (int y = 0; y <= max_y; ++y) { int dy = max_y - y; float d = r; d = sin((M_PI / 2) + y * (M_PI / 2) / (float)max_y); // construct upper half coords[x][max_y - y].x = d * sin(x * (2 * M_PI / (float)max_x)); coords[x][max_y - y].y = r * sin(y * M_PI / 2 / (float)max_y); coords[x][max_y - y].z = d * cos(x * (2 * M_PI / (float)max_x)); double yf = y / ((float)max_y * 2.0); yf = sin(y * M_PI / 2 / (float)max_y) / 2; coords[x][max_y - y].u = x / ((float)max_x ); coords[x][max_y - y].v = 0.5 - yf; // lower half coords[x][max_y + y].x = coords[x][max_y - y].x; coords[x][max_y + y].y = -coords[x][max_y - y].y; coords[x][max_y + y].z = coords[x][max_y - y].z; coords[x][max_y + y].u = coords[x][max_y - y].u; coords[x][max_y + y].v = 0.5 + yf; } } Now the question is, can this texture be mapped better, what do you think by looking at it? What would be the correct formula? I'd appreciate any hint, as these are my first steps (using Open GL) :) Thanks! :)
  6. Hello, I need to run a GLUT app on a linux machine that is unfortunately not mine. Permission to /dev/nvidiactl is denied, so I guess I cant get hardware acceleration. Changing this is most likely not possible... However, while my GLUT program does start and the display function is called, nothing is drawn (only pixel garbage shown in the window). Here is a minimal example, just in case: #include <stdio.h> #include <GL/glut.h> void display(void) { printf("Display!\n"); glClear(GL_COLOR_BUFFER_BIT); glutWireTeapot(0.5); glFlush(); } int main(int argc, char * argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA | GLUT_SINGLE); glutInitWindowSize(640, 480); glutInitWindowPosition(200, 100); glutCreateWindow("Hello"); glClearColor(0.0, 0.0, 0.0, 0.0); glutDisplayFunc(display); glutMainLoop(); return 0; } The questions are: - Can my program somehow detect this problem? - Can I switch to software rendering (I thought Open GL supported that kind of fallback strategy...)? My rendering isnt too complex and I dont need high frame rates, so this could be okay. Any suggestions? :)
  7. Starting game-dev, collecting software

    Great, thanks :)
  8. Starting game-dev, collecting software

    Thanks for the responses so far! Quote:Original post by BCullis Quote:Question here: I want independent skeletal animations - hm, e.g.: I'm thinking of having the legs walk or run, while at the same time the hands may hold a gun low or aiming, where the appropriate animations of legs and hands can be selected independently. Is this possible with Milkshape and Ogre? Ogre won't have anything to do with your animations, that will all be your modelling software. Ogre will just draw it to screen all pretty :) Support for IK will be based on your game engine, not the render engine. Unless I'm gravely mistaken, Ogre is just the visual piece, correct? Well, the Ogre features page says it supports skeletal animation. So I guess I can build my models and animations with Blender or Milkshape and have them played by Ogre. However I'm not sure about this "mixing" of animations. (You mention "IK", i did not mean inverse kinematics, in case you were thinking about that.) Let's say I build a walking animation in Milkshape, modifying only the bones of the legs. Now I also build two other animations, e.g. 1.) waving hands, and 2.) shooting, each using only the bones of the arms. Now I want to play either waving or shooting, while also playing (at the same time) the walking animation on the legs. Thats what I meant by independent animation (cycles). I hope that's clearer now :) Does anyone know if the combination Milkshape/Ogre would allow that?
  9. getting started

    What's wrong with those game-kits, if you want fast results? That's what they are for, I guess. Maybe you should get one of the VisualStudio Express Editions and try if you actually like "real" :) programming. Get used to it, then start making games. Good luck! :)
  10. Hello everybody, I've been reading these forums for quite a time now and it's been interesting and entertaining, too :) I think I even learned a few things just from reading questions and the answers. I consider myself an experienced programmer, I did a lot of commercial web-apps, desktop (office and scientific) applications and a few 2D games for fun. Now I want to program a 3D game in my spare time (woohoo!), and I think I'll need some advice to avoid starting off the wrong foot. Please comment on my choice of software so far. I'm thankful for any hint I can get. Please don't be too harsh about my idea in general though. I know you get a lot of ambitious startups here (esp. the MMORPG ones). I am well aware that this is not going to be too easy. The time frame is 6 months, for completing at least a small proof-of-gameplay level. The game itself is going to be a 3rd-person Adventure/Action/RPG-type. Hm :) Let's go: Language used: C/C++ (i know it well, and it seems appropriate), IDE will be VisualStudio. --- Most important: Graphics: I've seen OGRE being recommended and it seems to be nice, easy to set-up, have a good documentation and an active community. Maybe I should get that book "Pro OGRE 3D Programming"? Modeling: I'm not very experienced in 3D modeling, however, I consider myself visually talented, so I'll give it a shot. As I am a newbie here, and I need to start work quickly, blender is too complicated. I liked Milkshape when I tried it about a year ago, and I've seen DeleD being used for (static) level design. (If I should be too stupid for this job, I'll make some ugly dummy models and have them replaced later.) Question here: I want independent skeletal animations - hm, e.g.: I'm thinking of having the legs walk or run, while at the same time the hands may hold a gun low or aiming, where the appropriate animations of legs and hands can be selected independently. Is this possible with Milkshape and Ogre? Most important, end. --- Textures: Not sure yet. I don't own any Photoshop-like software at the moment. (Only Flash for vector based graphics.) Maybe I'll try Paint.NET. Sound FX: Not important, until the project is nearly completed. The Free Sound Project seems useful though, and I've seen more recommendations in the FAQ. Music: Not important at this time as well, but I've seen a few talented composers around here, maybe I'll post a "help wanted" when the time has come. Probably handled by DirectSound or OpenAL, or ...? No idea yet... Well, since I lack experience in the field of 3D modeling, and yet want to make a good choice in the beginning, I mainly seek advice concerning my choice of modeling tools and the graphics engine. However, as I said, I welcome any support. Maybe I even missed something very important? Thanks :)