Jump to content
  • Advertisement

ryutenchi

Member
  • Content Count

    18
  • Joined

  • Last visited

Community Reputation

353 Neutral

About ryutenchi

  • Rank
    Member
  1. ryutenchi

    OpenGL 4.4 render to SNORM

    Hopefully this is helpful: https://www.opengl.org/registry/specs/EXT/texture_snorm.txt
  2. ryutenchi

    Linker settings for SDL2 on Linux

    yeah, everyone of those libs is windows specific. Are you using a tutorial?
  3. ryutenchi

    C++ OpenGL - Deprecated or not !

    OpenGL 3.0 introduced what's called the "Core profile" that deprecates all of the fixed-pipeline functionality and state tracking. Some platforms require the use of it in order to use the "modern" OpenGL functionality like geometry shaders, etc. That said you can us the "Compatibility profile" and it's like nothing ever happened.^^   I would suggest learning the "modern" methods as they allow for so much more freedom and will let you play with the new hotness should you be ever be so inclined!^^ (Not to mention MUCH more performant)   http://www.arcsynthesis.org/gltut/ http://www.opengl-tutorial.org/   Those may help^^
  4. ryutenchi

    Deciding between an Engine and Framework

      SFML2 or SDL2 would be good for this. They have builtin 2D libraries and then can also expose an OpenGL context that you can render your 3D to. I personally am using a slightly modified version of SFML2. That is the other perk to the open source engines/frameworks, you can make whatever changes you need as long as you make those changes openly available even if they aren't pushed into the master (like mine^^).
  5. http://www.blender.org/ ? It's a modeler, editor and engine^^
  6. ryutenchi

    Android adb can't 'see' my device

    This may sound weird, but have you tried pulling the battery? Same thing happened to me and the thing that finally fixed it was pulling the battery on the phone for a few seconds^^;
  7.   ooooh...  I aways thought that would lead to an exception because of trying to access a null pointer... interesting^^ Learn something new everyday^^
  8.   Ok, then I'm confussed how does the GPU know how many times to call the vertex shader? How does one invoke this black mage?^^
  9. you will need at the very least 1 vertex and an index buffer with a length == to the number of vertices you want to generate. I could be wrong, but I'm almost positive that the vertex shader only runs and only runs once per vertex in the VBO.
  10. ryutenchi

    Moving in the direction of rotation?

    should probably be: shipx += (float) (shipspeed * Math.cos(Math.toRadians(angle))); shipy += (float) (shipspeed * Math.sin(Math.toRadians(angle))); EDIT: lol great minds. just a moment to late to be first with it =P
  11. I haven't really tested this, but just in poking around it looks like after adding the LibGDX to the Maven Projects (right side bar on my setup) you should be able to add it as a dependency in File>Project Structure... then Modules>Dependencies (plus at the bottom should let you add the newly added Maven Project as a dependency) ... At least that seems like the right process, but if you figure it out for sure please post it here!^^
  12. ryutenchi

    Town Generation

    What style are you looking for? I would probably start by generating the street layout and then placing buildings based on plot size... I don't know of many articles though... read a few a while ago and will look around for them, but in the meantime maybe that will be a helpful starting point^^;
  13. ryutenchi

    Just how complex are AAA games?

    I think he's talking about the internals not the surface level interface that your normally interact with^^
  14. ryutenchi

    Just how complex are AAA games?

    Well, thanks to id and others you can see for your self: https://github.com/omcfadde/dante or https://github.com/id-Software/DOOM-3-BFG That said C++ fu is always a good thing to brush up on^^ At the same time a lot of times though you don't need all the templates etc. The thing you have to remember about Bullet is that it's a lib, so it has to do it's best to fit as many needs as possible. However if you are writing your own engine you only have to make it as flexible as you need it^^ Make sense?   EDIT: Do keep in mind that that is the DOOM3 engine... so it's a bit dated at this point, but I think it's a good example^^ (added original repo as well)
  15. Maybe some day when I have an OR to play with I'll port it over, but till then thanks for sharing!^^
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!