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kerryhall

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About kerryhall

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  1. kerryhall

    Networking bug in sdlquake?

    Also, I was incorrect about the system locking up. If I am sshd into my machine, I can issue a regular kill to the sdlquake process and have it exit as expected.
  2. kerryhall

    Networking bug in sdlquake?

    Thanks Peter, I'll try exploring that and see if I can reproduce the issue in a piece of test code.   I noticed the following issue as well: when I try to start a server: kerry@debian:~$ sudo netstat -ltpn Active Internet connections (only servers) Proto Recv-Q Send-Q Local Address           Foreign Address         State       PID/Program name    tcp        0      0 0.0.0.0:111             0.0.0.0:*               LISTEN     1727/portmap         tcp        0      0 0.0.0.0:113             0.0.0.0:*               LISTEN     1925/inetd           tcp        0      0 0.0.0.0:22              0.0.0.0:*               LISTEN     2162/sshd Not seeing anything listening on 26000, the port used for Quake. It also shows my ip as 127.0.1.1, when it should be 192.168.196.152 in this case.   I can certainly dive into the source and see exactly how it is trying to get the local ip address. Thanks!
  3. Hi folks,   I'm trying to debug an issue with SDL quake. When trying to connect to a quake server over tcp/ip, I enter the ip address then press enter. The machine hangs, and I am unable to exit, change ttys, or run commands while connected via ssh. I ran strace to see what was going on, and here is the last output: getsockname(5, {sa_family=AF_INET, sin_port=htons(2049), sin_addr=inet_addr("0.0.0.0")}, [16]) = 0  setsockopt(5, SOL_SOCKET, SO_BROADCAST, [1], 4) = 0  sendto(5, "\200\0\0\f\2QUAKE\0\3", 12, 0, {sa_family=AF_INET, sin_port=htons(26000), sin_addr=inet_addr("255.255.255.255")}, 16) = 12 recvfrom(5, And then the system hangs. SDLquake runs great besides that. Running svgalib as the video driver. Running Debian 4.0. (I know, I know. It's old. Quake 1 is old too.) Using sdl quake source found here: http://www.libsdl.org/projects/quake/
  4. Hi folks, I was wondering if anyone knows of anyone working on a project to procedurally generate pixel art. Things like trees, foliage, buildings, etc. If this is something you would be interested in collaborating on, let me know! I would love to work on something like this.
  5. So if I have a bunch of OpenGL calls, the processor has to send those to the video card each frame? What is the throughput on this, theoretically? Do you think that is what the bottleneck could be? Is there a way I could run some kind of profiler to see how many calls are done per frame, and what percent of the CPU time is spent on what instruction? I realize the instructions will just be x86 asm, but I don't mind sifting through that. I am really curious now.
  6. I have an AMD 64 3000+ with 4 gigs of RAM, and a Geforce GTX 460. I recently installed Windows 7 on there, and the Unigen Heaven benchmark. Running it, I'm getting mediocre frame rates for my card. (7 fps) When I run the process manager, I see that my CPU usage is at 100%. Here is my question: What exactly is the benchmark doing that is using the processor? Shouldn't the video card be doing 100% of the work? There is no physics (which is done on the video card anyway!), no AI, no networking, nothing that I can think of that would use the processor. Any ideas? Thanks!
  7. I want to do something simple, like draw a pixel with the color based on a certain formula. I want this to run on hardware that doesn't support shaders. I have tried SDL, but even at 640x480x32 bpp it is very slow. 640x480x4 = 1228800 calculations per frame. Perhaps I am expecting too much out of the average computer? What's the bottleneck here? I would expect that in 2009 we should be able to perform a calculation on a pixel even for 1600x1200x32 and be able to display at 30 fps. I haven't dipped into SDL+OpenGL. Perhaps that would speed things up a bit. Any info on raw pixel access in OpenGL without shaders? OpenGL 1.1 compatible would be ideal. I would expect this to run on a Geforce 2. Thanks!
  8. kerryhall

    Open Source FPS Engine?

    Sauerbraten looks pretty good. Any experience with modding it?
  9. I am looking for an Open Source FPS engine that I can simply mod and add content. I was considering using Open Arena. Any FPS engine you can recommend? Anything OGRE based perhaps? Any good modding tutorials? Thanks!
  10. kerryhall

    List of demoscene gfx

    Thanks! Very helpful. Any good descriptions of sort of elemental effects like fire, water, or slime? Fire is pretty easy to do, but what about cool water fx, or possibly some sort of dripping slime effect?
  11. Anyone got a good list of demoscene style gfx with general descriptions? Seems like some good programming exercises to me, not to mention cool realtime fx to add to my game. Any good issues of hugi I should look at? Thanks!
  12. kerryhall

    Good way to do jump physics in a sidescroller?

    Quote:Original post by lexn82 You could try to decouple the jump physics into two components. The vertical component is controlled using gravity acceleration and damping, while left-right motion is controlled by player by applying force which translates into acceleration, and add some damping. F - force Vy - vertical velocity Vx - horizontal velocity g - gravity acceleration (9.8 or 10) m - player mass t - time since last update Pseudocode: if (arrowLeft) F = -1 else if (arrowRight) F = 1 else F = 0 y = Vy - gt x = Vx + (F/m)t cap min and max velocity for y cap min and max velocity for x player.position.y += y player.position.x += x You should have a constant framerate to use acceleration, otherwise its better to use impulse. Edit: *its better to use momentum (I have read the following comment and realized I have the terms mixed up). This is essentially what I am doing, but I didn't think to cap the min velocity for y. I think this is pretty much exactly what I need to do. That was pretty much the issue, that the player seems to move too slow in the y direction at the top of the arc. I will give this a try and report back. I am not using a constant framerate. But the acceleration is based upon time, so it should be frame independant. Thanks!
  13. kerryhall

    Good way to do jump physics in a sidescroller?

    There is less control in terms of having to wait for the gradual deceleration toward the top of the arc.
  14. I have tried using const velocity for gravity and for jumping. If the player is jumping, yvel = -500, then we hit the top of the jump, set to 500. This gives a pleasant amount of control to the player, but does not look very realistic. I have also tried making gravity an acceleration, and using an initial velocity for jumping, the way it works in real life as if the player were fired out of a cannon. This is super realistic, but doesn't afford the same feeling of control as the previous method. I have tried tweaking the jump and grav constants, but without finding any good results. I am now considering a hybrid between those two methods, or perhaps using some sort of lookup table? How have you seen jumping and gravity implemented in side scrollers in a way that affords good control combined with good realism?
  15. I am trying to write a software renderer on a low end machine. I understand the principles of Gouraud shading. My problem is figuring out how to interpolate colors with 256 color mode. Also, I'm not sure how I should set up the palette. (What colors should go in the palette) Anyone have any good information or articles on this? Thanks!
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