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About Bobby_D

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  1. Hey all: I'm currently trying to build a binary distribution of Ant, and I'm running into a problem. I've visited the Ant website, and currently I am having a Buildfile error. Specifically it's this: ant.bat //I called this in windows Command Prompt Buildfile: build.xml does not exist! // Build aborts here I have no idea what goes into making build.xml, and I can't find any documentation on making a build.xml for building Ant. If I'm not mistaken, the .xml file is needed to tell Ant how to build itself, or at least where to find resources to make its binary distrabution. Pardon me if I'm talking in circles; while I understand xml and it's format, I no very little about Ant, Apache, or Java. If further explanation or clarification is needed, please let me know and I'll do what I can to help. Peace. *************UPDATE*************** I've found a template build.xml file, but it's mainly now just trying different values for variables. Here's build.xml: <?xml version="1.0"?> <project name="Ant test project" default="build" basedir="."> <target name="build" > <javac srcdir="." destdir="C:/antbin" debug="true" includes="**/*.java" /> </target> </project> 1) I'm not sure if javac srcdir is where Ant is getting resources from Java's JDK. 2) C:\antbin is where I want the binary distribution to go when it's made. [Edited by - Bobby_D on January 8, 2008 6:29:20 AM]
  2. smitty1276 is on point with what it is we need. One project that encompasses all student projects. The projects are updated daily by the students, and the faculty will have admin rights to edit their work and post changes needing to be made. Links to game builds(or the builds themselves) will available so anyone wit internet access can grab a copy. Does anyone know if GForge or Trac can be setup in the way I mentioned above? [Edited by - Bobby_D on December 21, 2007 3:05:04 AM]
  3. Definitely glad to have these responses. Thanks folks. SVN is not the issue, because that is what we are using to date for the students' version control. We need a front end so anyone with internet access can observe the progress of the student projects. I need to check on all the choices you all have suggested. With luck I can find what is needed from the choices given. If anyone else would like to add to this topic, feel free. Peace. [Edited by - Bobby_D on December 21, 2007 1:32:52 AM]
  4. I am tasked with finding a CMS for the classes I work in at my university. Our over-arching goal is to create a paperless classroom. The front-end should be accessible like a wiki where students can upload design and technical documentation, and daily reports to course directors and lab instructors. We also need a repository for students to upload game builds. It's preferable that the system be open source, so we can extend functionality based on future needs. Has anyone had experience, or heard of something like this, or heard of a suite of tools made by the same group that cover all these specifications? Thanks for your time.
  5. Bobby_D

    Next Assassins Creed time period

    Fair enough.
  6. First - I'm not here to help Ubisoft, Patrice, or Jade make their next game. I'm a designer/developer working at a university in Florida, and I'd love to know if other people are thinking the same thing I am. Second - I've yet to finish the game, so this thread is purely based on the assumption that the game ended set up for multiple iterations, yet no clear path is discernable. Third - Not the right place for game spoilers. I'm simply here to talk about the hypothetical future of the series. Now that's out of the way; what are your folks thoughts on where in the timeline of mankind's history the next Assassins Creed will take place? Basically, they've covered a character from the 12th century, where is the next stop in the series going to be? Thank you for your time. Peace. [Edited by - Bobby_D on December 11, 2007 12:54:08 PM]
  7. Bobby_D

    GLSL enthusiast needs help

    Hey Krohm: MVP = Modelview Matrix? Would you mind going into a little more depth for your explanation? Thank you.
  8. Bobby_D

    Lua coding conventions

    Hundred percent, Kylotan: I'm glad you reminded me of that fact on the negative/positive numbers. Apologizes all around. I just got back into to developing in Lua after a years absenteeism. I ask for any Lua gotchas because I want to make sure I don't learn any poor language habits. Thanks for your time. Peace.
  9. Hey all: I could use a help with GLSL shaders I'm making for my school project I'm working on with five other guys. Here's some basics about my situation: Our project is a windows based application. I have some basic experience with Ogl, and knowledge of GLSL. I have the GLSL orange book, the third ed. of the super bible, and some power points on motion blur from the internet. I'm looking to make a few shaders for our project, one of which is a motion blur vert/frag shader for our game. There is a lot of information on-line, but it's mostly theory on how one way should be used over another, with no specific GLSL examples that help explain both the shader-side, as well as the setup needed on the app-side. I have no idea how to find the previous frames transform, and I am not sure how to save the video buffer to a texture, than send that texture to the the shader as a 2Dsampler. These may not even be the best ways of creating motion blur. I'm not looking for a handout here, just some explanations so I can become a better developer. Anyone that has knowledge on this topic, knows of any books on the subject, or can point me to a good website, please hit me back with your take on this. Thank you for your time. Peace. [Edited by - Bobby_D on July 11, 2007 8:24:08 AM]
  10. If anyone knows where I can find Lua coding convention online, I'd really appreciate it. The fact that you use negative numbers with regards to where you are, and what your manipulating on the Lua stack, yet switch to positive numbers when you refer to item and manipulations on the C++ side of things through me into weird space for a bit. I'm sure those aren't the only conventions of the language. Any advice on the subject would be really awesome to here. I'll take book titles too if you don't know of a online version. Peace.
  11. Bobby_D

    How to get Lua 5.1.2 to work

    Hey shadowDragon: Got the libs running by compiling my own from source. Used the command prompt in VS2K5 and fiddled with what file I had to use in the source folder. Never thought I'd get passed those linker warnings with the old libs. :) Thanks again Dave. Don't forget: graduation on the 25th of July. Seth and I will see you there. Peace.
  12. Bobby_D

    GLSL simple motion blur

    Hey xerodsm: Can you do me two favors: could you post the vertex part of the shader, and can you give me an idea on what I pass as that 2D sample? Do you render what is in the video buffer to a texture, than sample that texture? Do you have some source, or can you point me in the direction of a place I can learn about it? I know bits and pieces of GLSL, and have been trying to make a motion blur shader for my group's game. A lot of people have an opinion on this matter, yet I've yet to find a concrete answer to a motion blur shader. thank you for your time. Peace.
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