JohnOwens

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About JohnOwens

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  1. The problem I have is when I use multiple lights and the resultant light is too bright.   I can tone down the lights however this means that either the models aren't bright enough or I don't see specific colors bright enough or both.   Do I need to modify the diffuse texture to give good lighting?   I'm using the standard fixed function pipeline.
  2. I would find a decent engine with source code and study and modify it.   The problem with trying to do it yourself is that you'll probably learn the "wrong way" of doing things plus it will take much longer.   And then as another poster said move on to shaders as quickly as possible.
  3. Thanks I was beginning to suspect that :-)
  4. Is this possible?   What I'm looking to do is render a load of particles into a texture however still using the framebuffer's zbuffer which hasn't been cleared and then composite that with the main color framebuffer (which already has the scene rendered into it).   I've tried just not attaching the depth component to the FBO but that didn't work.   Or do I need to render the scene to a rtt, copy it's depth texture into the particles rtt depth texture and then render into the particles rtt?   Thanks
  5. Transforming something using a "delta matrix"

    Thanks haegar That was exactly what I was looking for and yea that's what I called the tilda operation. I can also do a quick inverse using just the transpose as there won't be any scaling. btw - I can't specify the particles in local space due to the way the particle system is written.
  6. Transforming something using a "delta matrix"

    OK I'll try to explain this better :-) Basically all the positions and transformation matrices are in world space. I make changes to object A calling functions by rotating around local axis and translating etc. I want to apply these same transformations to object B however all I have to work them out is the previous transformation matrix before these transformations of A and the resultant transformation matrux after these transformations. I hope this makes it clearer.
  7. Hi guys, I want to be able to apply a delta transformation matrix to a positional vector and I don't know how to compute this "delta" matrix. The delta matrix is effectively the change between one frame and the next of an object (A) so if you apply it to another object (B) it transforms by the same effectively making the (B) a child of (A) but it's position is stored in worldspace rather than the local space of (A). I don't care about anything other than the position of (B) as it's a particle if that makes the maths any easier or less expensive to compute. From writing a physics engine 10 years ago I almost remember that you could use something called the tilda operation for this but I can't remember exactly what it was or even if I'm correct in thinking this. Thanks John.
  8. Unity OpenGL Engine for iPhone

    After doing some more research: OpenGL ES is a cut down version of OpenGL with stuff like glBegin and glEnd taken out plus alot less vertex formats etc. This isn't really an issue as I would expect most engines to use vertex buffers anyway and as for formats and specific stuff. Now you really have to tailor your code to a graphics card so I can't see this as being much different. I still haven't decided if to try to port an engine across as it's just been announced that the Unity engine is being ported to iPhone and this game engine seems to be getting alot of good press/reviews and it takes care of the art/content pipeline issue however I'm not completely won over with it as I don't think I can get at it's source (that worries me) and it's cost (however it's pretty cheap for what it does). My MacBook Pro is arriving tomorrow so until then I won't actually get a chance to give it a go.
  9. Hi guys, I've worked in the industry and have worked on two published games but for the last few years I've worked with mobile phones. For a personal project I want to start writing games on the iPhone however I have no access to a game engine, tools etc. I have a few requirements 1) Free, this is a personal project and I will probably want to sell it on iTunes. 2) Support for Maya, ideally or at worse some means to get data from Maya. 3) Some sort of LOD engine, perhaps even a terrain LOD engine. 4) Ability to be ported to iPhone easily. 5) Completeness, I don't want to spend my time on the engine. It was never my skill. 6) A game editor of some description. 7) A scripting engine to run simple game logic. 8) Collision Detection and Physics, although this isn't required to be really complex. 9) Small in size and it must be efficient. No bloatware as phones have limited resources. 10) A UI editor, this isn't a dealbreaker however I've used engines that have a flash runtime and it just speeds up the whole process. Obviously I wouldn't want to release game code however if I do make any additions to the engine then I've no problems releasing that to the community. I have been looking at Irrlicht Engine. It seems to do the trick and I like the fact it's been used on commercial games. What do you think? Cheers, John.