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slvmnd

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About slvmnd

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  1. slvmnd

    New NeHe Lessons released!!

    Great stuff! (Although I would have gone with glfw instead of SDL.)
  2. slvmnd

    Many core MMO server

    You should check out project darkstar. Seems interesting at least.
  3. slvmnd

    VBO's

    If you're just drawing a static object - no I don't think VBO's are faster, they might actually be slower. I'm not sure nested display lists are supported with good performance on modern drivers. Stick with display lists if they work well for you - but I think most modern GL applications just use VBOs for all drawing.
  4. slvmnd

    VBO's

    VBOs are more powerful, since they can be combined and modified. For example, a vbo with position data can be used by itself during a depth pass and together with another vbo that contains normals and tex coords when doing the actual rendering. Display lists can't be modified at all so you have to build new ones, which is pretty slow.
  5. slvmnd

    Icoseptrees

    Just as a suggestion, have you thought of having separate structures for the different purposes? Like: 1. A structure for static objects in the world. 2. A structure for moving objects in the world. 3. A structure for keeping track of currently visible objects. So that an object is in either 1 or 2, and possibly at the same time also in 3. If you have a very large number of objects, and a smaller part of them are visible and/or moving at any time, I think this might be the best solution (but not simple to implement well).
  6. slvmnd

    Icoseptrees

    The only place I've seen them mentioned before is here: http://www.cs.nmsu.edu/~joshagam/Solace/papers/master-writeup-print.pdf http://www.cs.nmsu.edu/~joshagam/Solace/papers/master-slides.pdf According to those graphs they seem pretty good, but only worth the complexity if you have enormous amounts of objects.
  7. slvmnd

    Learning math for game programming (3D)

    Glad I could help.
  8. slvmnd

    Where to pro(?)gress with programming?

    I don't understand why everyone recommends Tetris as a first game to create. When I wrote a Tetris clone for the first time I thought it was pretty hard and I had done a couple of games before that. I think my first games was something along this: * guess the number * <lots of textual non-game programs while learning C(with a little ++)> * simple text adventure * nibbles * pong * asteroids (without rotations because I didn't understand trig :/) * tetris
  9. slvmnd

    Learning math for game programming (3D)

    I'd recommend the "3D Math Primer for Graphics and Game Development" book. It's simple to read and explains the basics from vectors and up very well. There's a short appendix that covers trigonometry, but you might want to find some other resource with more information regarding that. If you want to learn more advanced stuff after that, you can try Bishops "Essential Mathematics for Games .." but you'll come a long way just with the info in Math Primer. Remember to not just read the stuff, but code at the same time (with OpenGL/C++ or D3D/C# or whatever) - that way you'll learn much more.
  10. Wasteland Warriors is an online multiplayer car combat game which is completely free to download and play. You can start your own servers and make your own maps, cars and weapons. Here's an informative IOTD. If you want to see an embedded trailer go to stage3 media. Download the game from stage3.se. Support, the modding tools and more info are available in the forums. Making maps is pretty straightforward and there are almost no restrictions on the kinds of maps you can make. Just make a scene in Blender (or in some other program and import it) and export it with a custom exporter tool into the game. Objects in the scene can be spheres, boxes, convexes, heightmaps or any type of trimesh. Also, the weapons and cars can easily be tweaked by editing text files. The game is in a beta version but the deathmatch part of it is fairly complete, there are only two maps yet but lots of cars and weapons: Buggy, muscle car, hummer and large truck. Grenade launcher, grenade sniper, minigun, machine gun, sniper rifle and shotgun. So, go ahead and try it out!
  11. What MrRowl suggests is the best method, it is also what is described here: gaffer.org. This method combines the best of two worlds: predictable, stable physics/collisions and smooth movement. The drawing should be an interpolation between the current and next physics frame. It works kinda like this: t = realTime() while(1) { while(t < realTime()) { t += dt; calc(); // advance all objects and remember old positions } tInter = (realTime() - (t-dt))/dt; draw(tInter); // draw everything with oldPos*(1-tInter)+newPos*tInter } To do slow motion all you have to do is make realTime advance slower than normal. (I think - haven't tested it myself.)
  12. slvmnd

    Dynamic Calculations

    Quote:Original post by Verg In C or other languages, you'd have to change each function call and/or copy and paste a lot of code. Not if you use function pointers, which is what TheyDontCallMeMatt is doing. I think it is totally sane to use function pointers, they often minimize coupling and sometimes save typing compared to subclassing. However, if there is some kind of hierarchy/structure that you want to model - go for subclassing. If you want more power you can use function pointers on steroids: boost::function. As for the specific problem - I would avoid these small specific funtions. I would try to write one or a couple of very general algorithms that can handle all different cases. The reason for this is that I think it should be possible to add and change items/weapons/spells/enemies just by writing datafiles. Very specific things which change often should not be written in compiled code.
  13. slvmnd

    Ageia's PhysX license ?

    I've used PhysX for a year and I think this is the deal: Ageia is mainly a hardware company that wants to sell their PPU PCI cards - but they needed a physics engine so they bought the company that made Novodex and it became the PhysX SDK. The SDK runs on these platforms: PPU, x86 (can make use of multiple cores), Cell/PS3, Xbox 360. The SDK is free for commercial and non-commercial use for all platforms except the Xbox. The reason for this is that Sony paid them lotsa money to make it free for all PS3 developers and that Ageia want as many PC-titles as possible to use PhysX so that people will start buying the PPU cards.
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