• Content count

  • Joined

  • Last visited

Community Reputation

203 Neutral

About reenigne

  • Rank

Personal Information


  • Twitter
  1. I created this a short while back hope it helps some of you. This tutorial shows how to install code blocks, mingw-w64, SDL2, Compile GLEW 2.0, and get a basic opengl 3.3 through 4.5 program running. Bat file used to compile GLEW 64bit 32bit The project Precompile glew for 64 bit mingw 64bit 32bit The larger project with triangle
  2. Modding to me is a good place to look at a game and see what others have done. You do learn something from it. I wouldn't waste massive amounts of time on it unless you want to work on building levels or content for others. If you want to build a game yourself and eventually sell it Modding should be something you take a brief look at. As pointed out above learning another person's game takes time you can get a good ways into learning no only how to program but how game engines are built along with graphics engines and more.
  3. You can request a malware review.   I had the same flags on It doesn't matter if you have it in a zip file or not their servers will look in the zip file and find the exe unless it is encrypted. Even then I am not sure it will get flagged for the potential. Unfortunately I didn't learn of the above method before getting mine removed. If it is removed. Just saying I don't see the warning any more but not sure if other do or don't.
  4. opengl initialization flow

    My preference is SDL2.0 If you are using code::blocks this will tell you what you need to set it up with opengl3+ ->4+ and how to compile GLEW for it. Its easy enough my 12 year old son can do it. If you are using Visual studio it is already compiled for it to start with. There majority of sites seem to cover visual studio. I chose code blocks because I can switch from Windows to Linux and my environment doesn't change. I've had no trouble compiling the programs from one OS to the other.
  5. The video isn't bad so not to knock you down or anything. However, 2D collision can be a bit more complex. Just consider moving vehicles colliding or an object falling. It all depends on what you are trying to achieve. If you are looking to move a mouse through a maze or character what you got will probably work fine. Also your collision method seems to rely on moving +1 position in whatever direction. If the player was moving at a rate of 5 they would be left with a barrier around any object they collide with using your method. Upon a collision provided you are not showing bounce effects you would want the player to be moved to the closest distance to the object not left 4 or 5 space away. Again the point isn't to knock you down but to emphasize 2D collsion detection can be a bit more complex than you are making it.
  6. I'm with Iron Chef on this one. Let them learn the recipes and so on. You could also add in a good bit of realism in the formulas. You could look at old and common formulas used to make all sorts of stuff and look up how stuff was made in the past. Gun powder, oils, soaps, medicines such as aspirin and other narcotics, perfumes, and more have been made for ages.   Granted you don't want to go to far in it you can make stuff far to difficult for the average player if you do. Then again it might not hurt them to learn something.
  7. opengl initialization flow

    Where he got the information from was as he stated the documentation provided by the Khronos Group. You should be able to find it on As to what reason there is to an order. Some things rely on others to be built before hand. In other cases some of them can certainly be moved around and done at different times. If you look at the function calls various items need to be passed to them. Example: you can't get the devicecontext with out the hwnd(handle to window) you can't get the renderContext without the device context. So the requirements for each of those in effect sets the order they are created. In truth there are easier ways to create an opengl 4 program using SDL2.0 with opengl and glew is easier by far in my opinion having done both ways. Using a simpler method would allow you more time to work on learning the API rather than dealing with the setup. Also using SDL2.0 will make it easier to go cross platforms if that is ever an interest.  
  8. Here is what it boils down to. As I said earlier it has to do with society. What people are willing to buy as many have pointed out besides myself companies are in the business to make money. So they target what they think they can make the most profit on. We can all sit here discussing it to no end and it won't make a single bit of difference. The only thing that will make a difference is if we choose to participate in this garbage. I've did all sorts of jobs in my life for money after I left the nuclear power program. I learned my lesson. I'm not going to let some company ruin what I love doing over money. I won't work on a product I don't believe in or like. I refuse to keep feeding a system that does more harm than good. Each of you have the same choice. Its simple at the end of the day if you aren't happy with what you made it is just going to eat at you. You can use all the justification in the world to go along with something but in the back of your mind your subconscious always knows the truth. 
  9. Brainx7 I suggest you read this. 
  10. I'd say its society. Just look we've had this massive decline in education over a number of decades. The people no longer are about what they can do for this country but what they can get out of it. So of course a game that requires any real thought or work isn't going to do as well on the market. Most people no longer have the aptitude for it or patients or perseverance to solve anything complex. I remember when I used to go on sites like back in the day and it was busy as heck till he shut the site down for that long period. More people were willing to put the work in and learn then. At least it seems that way. People are more about flash rather than substance and value by far. Most couldn't do the work to tell if they are getting ripped off or not. Which is why so many of them are easily ripped off. So yea games have became more about being pretty and less about substance and story telling. Quests and puzzles all have become simpler. That's what the people will buy. I figure if you want to create a game with any real complexity to it these days you are going to have to sneak it in. Make it look good or different and start it out easy. As the game progresses you add in more so by the time the realize the complexity they already have a good amount of time invested in it and then make it competitive so they see it as a matter of trying to beat the other individual. If you look at games like Kingdoms of Camelot and others on the internet that do good they are about showing off how much you can horde. Or at least they became like that because the way people are and play.
  11. It has to do with the ability to react the Mario brother games for example once you get moving and pass some items you could potentially have stuff come at you from behind. Remember not everything on those screens moves in just one direction. If you were stuck against the left side of the screen or close to it you first may not see it before it could effect you and you just may not have the time to react. 
  12. I recently decided to get back into programming again. The last time I was programming to any great extent opengl 2.0 was out. A number of improvements have happened since then. I recently watched this "Porting source to linux valve's lessons learned". I decided to see if I could get codeblocks with the mingw compiler and SDL2.0 working. Then I wanted to be able use opengl 3.3+. To gain access to opengl3+ I decided to use GLEW. The amount of information around setting up SDL2 vs SDL1 is far less. Secondly most of it appears to based on using it with visual studio. Getting GLEW to work with mingw requires recompiling the library the dlls that come with it are for visual studio. I lucked out and found a script on one chat board that made that simple. To make things a bit easier for anyone else interested in doing the same I created two video the first of which is just setting up codeblocks with SDL2.0 the second is setting it up with SDL2.0, opengl3+ & GLEW including how to compile the binaries and where to get everything. I made the project available on my site. One of primary reasons I chose to use these was cross platform availability. It should allow using the same development environment across platforms and the least amount of code change in the long run. A number of improvements can still be made such as putting the linker libraries and directories in the project setting rather than general is one. Someone could also right a script to start a project with these setup similar to the SDL1 version. Anyway hope this helps some of you. setting up codeblocks with SDL2.0 Setting up codeblocks with SD2.0, opengl3+, & glew
  13. Well I have been messing around on and off with Terrain generation for a while. When I say on and off I mean six month gaps. I decided to revisit the standard height field. One area it seemed to lack in was you didn't get cliffs with overhangs or caves. I decided to try instead of just raising the center points when tessellating up and down to move them along a normal to the two adjacent plains to the line. Well what I got was what I expected basically a crumpled up peace of paper. That is what the result looked like not what I did with my notes. My next solution to this issue was to introduce the behavior later in development of the terrain. It turns out that it is best from my testing at least to do so on or after the 4th time through tessellating the entire field or object. Yes, this can be applied to spherical or any other object easily tessellated. the method of tessellation I am using is the one taking the triangle and breaking it into 4 triangles by splitting each side in half. The terrain should be viewable using any of the height field terrain engines. Unless the individual took some sort of short cut and makes assumptions that every triangle is exactly the same shape and size. Not sure if anyone has done something the same way. I know most height fields don't contain any over hangs in fact I can't name a system that generates them other than those using some sort of volume based terrain generation. But with the countless number of papers and projects on the web I am bound to have missed some. When I get my server back up and running I'll post it for people to play with. Till then it should give at least a few ideas in changes one can make.
  14. I been working on developing a new method for rendering planet size objects. I wanted to be able to fly off an planet through the atmosphere and return or land on another. I know there is some games that created a universe using pseudo random numbers. I am looking at handling detail of the terrain on planets down to 1 yard triangles or slightly smaller. That means for a planet about earths size about 9000 trillion triangles would be needed. I actually calculated for a planet with a 31,400 miles circumference. Anyway the current routine I came up with should drop it down below 200k visible and handled triangles. Now for the question can anyone point me to a game or simulator that runs on a pc that you can seamlessly fly to and from planets? I'll try and put a demo out some time in the near future when I got more added to it.