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arturapps

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  1. Thanks for the answers people   DTR666 , Mixing two approaches. Nice sugestion,  I have considered  something a bit different: Using approach 2 for the most complex elements, like text, those would be rasterized on a proper texture. The others could use approach 1.    Seam, Thanks. I will do some research about Chromium Embbeded Framework.    Vilem, Thanks for the advice, You are right. I think I will not create or use a language for describing the GUI. I think I will do it programmatically, with C++ interfaces and objects. But It will for sure have the degree of  complexity you sugest. 
  2. Dear people, I'm involved on a project where I have to create an user Interface (GUI system) that must to run across multiple platforms. I did some research and found that there is plenty of libraries out there, like GiGi, GLUI, CEGUI, and a lot of others, including QT. Most of the Libraries that I found are built upon OpenGL and SDL but I'm not confident of using any of them yet. Maybe because they are little confusing, but for sure because in one of the target plataforms , there is nothing more that openGL-ES. The libraries I found are simply not ready for the platform.   So, I started thinking on implementing the Gui system from scratch, even because the requirements are not so big. I need some buttons and other basic controls, editable text fields, and maybe a window to show 3D objects. I would be convinced of implementig the Gui upon OpenGL, maybe SDL to increase portability. But I'm still in doubt between two approaches I imagined.   Ipproach 1: Creating GUI elements as textured 3D rectangles. I could have a sprite sheet to contain the graphics for most of the basic GUI elements, and a reusable mesh , so It would not have too many draw calls. I'm affraid of using this approach because the editable text fields. I think the texture for those elements must be procedural and unique for each text field, And I will have a lot of them, So it will increase the number of draw calls per frame as I need to redraw all the scene in openGL  ( Of  course  there is the option of not clear the buffer and redraw only the object that changed. but I´m not sure if it is a good Idea in OpenGL )   Ipproach 2: Using OpenGL only as a flipping multiplatform surface.   I could build the entire GUI as single texture. The GUI would be rasterized on a big buffer, and than used as a texture for a 3D rectangle that covers all openGL viewport. Using this approach, despite the Window would be flipped at a great frame rate, the texture that actually contains the Gui can be redrawn only when something changes. In fact , the only part that must be redrawn is the element that changed, and its children. That approach was proven at the old days of Graphic interfacing, using Win32 GDI. But in those days we did not rasterize in HD.    So, I would like to ask you people, if anyone have built a GUI from scratch like the ways above , or something completly different. I? just trying to choose the best patch here . .
  3. I had this problem before. The solutin was a table. On the API I was using at the time, keyboard input was made calling a device update method and than checking if a key is active by its code . for instance Readkey('a') would return true if a is active. I made a wrapper for this API. Inside this class was a table that associates standard keys ( like up for walk and space for jump) with user defined keys. The class had a readkey(method) that receives a standard key and returns the status of the mapped user defined key, by calling the API method. So, in my game code, I ever check the status of standar keys leting the translation work for the wrapper.
  4. To import your model in order to read it in c++, you can use assimp. http://assimp.sourceforge.net/.
  5. To import your model in order to read it in c++, you can use assimp. http://assimp.sourceforge.net/.
  6. Well... May be you should send the textures with a lower resolution during the fade...
  7. One approach I have used in the past ( for a spaceship racing games ) : Once detected a collision against a wall , the object changes its state to a mode in wich it goes out the wall , following the normal vector of the wall surface at the point of collision .It does only this , until no more collisions are detected. The result is the object going back only the necessary distance to barely touch the wall. Than the state changes back to the mode where the player has the control of the object.
  8. Hi, Game maker is a great tool for making games. It is deam simple to understand and to use ,but very powerful. Do not judge the engine by the samples on the developer website . It is capable of mush more. I recomend starting with Game maker because it will give you a good knoledge about how a game engine works. Unity is a profesional engine and yes, it is not so easy to learn. It is a large step from Game Maker to Unity, but It seams a logic step for me. I think 3D modeling is dificult by its nature, Because it is a large field. I think that the easiest software for modeling is AC3D (google it), but for animation I recomend Blender. I sugest you to find a modelling artist to work with you in your projects.
  9. Hi , you look totally lost, I think you should read some basic tutorials here you are a good one ! http://nehe.gamedev.net/tutorial/lessons_01__05/22004/ Those are a little old but still good. Do each example. do not forget anyone. keep in mind that glbegin and glend are oldfashioned for fixp ipeline learn vertex arrays instead also buy some books good look
  10. Dear friends, I`m evaluating raknet engine ( http://www.jenkinssoftware.com/ ), and I would like to hear from you what are your impressions ( In case you have already used it). I would like to hear about pros and cons. So far I could notice that raknet influences a lot on the architecture of the game engine, I mean, in the game-object level. I see it as a "con". If you have an existing engine, It may be a lot of thing to rebuild. As "pros" I see that it has a lot of infra structure resources, like NAT transverse, User management, community management, etc. I have an "only-LAN" multiplayer game project, and I'm not so sure if Raknet is the best option. What you think ?
  11. [quote]If the entire game state is sent to each client each iteration of the main loop then would there be a risk of the game loop lagging at not running at the correct speed as there is too much information to be send to the client?[/quote] Why not using udp multicast ? ttp://www.tack.ch/multicast/
  12. How does your visibility test work ?
  13. That is a single thread game-loop I have used before ( I think almost everybody have used ). 1 Check for Collisions 2 Get user input 3 Update 4 Draw. I think a simple ( and safe) way to make it multi thread is doing the following: 1 Get User input 2 update 3 Draw and check for collisions on a second thread So , Steps 1 and 4 are done in parallel. It is possible that one of two steps should wait for each other to complete. I think it is a simple way that delivers a lot of performance because steps 1 and 4 are the biggest cicle eaters. and it is safe because entity data are already updated while they are processed by two subsystems ( graphics and physics ) separately. Of course, if you have network, it is going to run in another thread.
  14. Exactlly ! I´m really concerned about locomotion simulation. Thanks for the link ! It seems to be usefull
  15. I forgot to say that I talking about the character that the user can control ( the player character). For NPCs , I can use a grid or a navigation graph ( waypoints ) that works fine