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  1. Gl_Terminator

    Where I can sell my game on this site

    I couldnt see any game on the marketplace
  2. Gl_Terminator

    Where I can sell my game on this site

    Hello Ive been to this site since 2008(6 years), I remember a place where you could sell your finished game now I can find it here. can anyone tell me where it has gone. It will also be good if anyone points me on the direction of where can I sell my game best regards
  3. Gl_Terminator

    My First Collision Algorithm

    Yes its correct this article needs more polishing. But there are some questions asked that are explained in the article. First I state that if a line is vertical y add a very very small number to the ecuation to make it a linear function. Second, yes the the scene is in 3D but the collisions are in 2D because the camera moves only in the XZ plane and that is why I use 2D. Finally I know this approach its like a band aid but what I want to show its that you can make your first collision algorithm just rellying in linear functions, I of course know that others approach are very complex but what I try to do its to understand that most people need and easy start, and then choose their own path. thanks a lot for the feedback
  4. This is the last piece of my 3DS model loader. please I need it in c#.
  5. Gl_Terminator

    How to multiply a .3DS local matrix with a Mesh

    public static Matrix CreateTranslation(float x, float y, float z) { return new Matrix(new float[4, 4]); } public static Matrix CreateScale(float x, float y, float z) { return new Matrix(new float[4, 4]); } public static Matrix CreateFromAxisAngle(Vector3 v, float r) { return new Matrix(new float[4, 4]); } it seems that I need this functions coded. but I cant find them on the web
  6. Gl_Terminator

    How to multiply a .3DS local matrix with a Mesh

    Hello i change this mat = new float[4]; into this float mat[4 ,4]; and I placed 0 0 0 1 to the matrix now the objects appear but they all messed up
  7. I have succesfully loaded a 3DS file into my C#, but I have a problem I dont know how to interpret the Matrices that I am reading Here is the code case kMeshXFMatrix: { // Local transformation matrix int i, j; float[][] mat = new float[4][]; for (i = 0; i < 4; i++) { for (j = 0; j < 3; j++) { mat = new float[4]; mat[j] = ctx.PopFloat(); } } lmat = new Matrix(mat[0][0], mat[0][1], mat[0][2], mat[0][3], mat[1][0], mat[1][1], mat[1][2], mat[1][3], mat[2][0], mat[2][1], mat[2][2], mat[2][3], mat[3][0], mat[3][1], mat[3][2], mat[3][3]); } my question is how do I multiply this maxtrix with the mesh. I translated this matrix into a 16 float array and I place this code GL.glPushMatrix(); Gl.glMulmAtrixf(mesh.matrix); mesh.draw(); Gl.glPopMatrix(); please I need some advice
  8. Gl_Terminator

    Ten Things to Achieve When Starting 3D Programming

    mmm yes I should have put lighting on the article,On the other hand, to be true when I started OpenGL programming, Shaders and Post effects articles where written in a very dark C, beyond my knowledge scope. Now with XNA and other game engines you couldnt imagine how easy has become.
  9. A new version of my 3D asteroid game in OpenGL with C#     This article is an update of my first article named “A basic 3D asteroid game in OpenGL with C#”. The first one was published in MSDN http://channel9.msdn.com/coding4fun/blog/Asteroids-C-3D-and-OpenGL. In this version I added the shooting feature. I will try to explain it briefly here The first thing to do is to get the mesh that contains the rocket Mesh misiles; //This goes as a class attribute   misiles = m.GetMeshWithName("avion07"); m.RemoveMeshByName("avion07");   After getting the mesh reference we delete it from the model because we are going to draw and manage it in a different way than the ship. One drawback is that in the 3d model the four rockets are recognized as a single mesh, that’s why when we shot a missile the four are shot. I don’t have too much knowledge of 3D Max to make the four missiles as single meshes and that brings another complication; the missile position is the same for all, which means that we are going to check collisions on one single point that is the center of the four missiles.     //This is the function that draws the missiles       public void DrawMisile()     {         Gl.glPushMatrix();         if (misileShot)         {           missilePos.Z -= 0.1f;           Gl.glTranslatef(missilePos.X, missilePos.Y, missilePos.Z);                 if (Math.Abs(missilePos.Z) > 35)                 {                  misileShot = false;                  missilePos = p;              }          }          else          {              Gl.glTranslatef(p.X, p.Y, p.Z);          }            AsteroidGenerator.CheckCollisionMissile(missilePos, 0.5f);            Gl.glScalef(0.3f, 0.3f, 0.3f);          Gl.glBindTexture(Gl.GL_TEXTURE_2D,  ContentManager.GetTextureByName("avion07.jpg"));             misiles.Draw();             Gl.glPopMatrix();         }   After getting the missile the missile may only have two statuses: when is in the ship and when is fired. If is in the ship I don’t have to do anything just translate the missiles anytime I translate the ship I handle the missile asteroid collision in the following way. When a missile is shot it checks if it is colliding with any asteroid. It does it the same way that the ship checks collisions with the asteroids but it does another thing, if a collision is detected the asteroid Generator class ,which holds the asteroid list ,is told to delete that asteroid and to create an explosion. An explosion is a sphere object that anytime it draws it expands it size, giving the idea of a shock wave, and then when a particular size is achieved the object doesn’t draw anymore. Attention, this explosion wave follows some concepts of particle programming, which is live over time and particular way to behave.   The project has 7 classes, one added for this feature ExplosionWave.cs This is a class that  handles the explosion it’s a sphere object drawn by opengl quadrics. AsteroidGenerator.cs It handles the creation of asteroids in random places and with random sizes and speeds. It also have the method to query wether or not  It have been a collision between the spaceship and an asteroid Asteroid.cs It handles all concerning an asteroid such as the movement, texture selection, drawing, among others Star.cs It has a method to create random white points and to draw them.  Camera.cs It handles the selection of the user camera and to set the right perspective view of the scene SpaceShip.cs This class contains all methods and attributes regarding the spaceship, such as movement, drawing, etc. Controller.cs This class manages the game creation, game logic and contains all the classes needed to run the game. Here is a portion of code This game is only for educational purposes. I thinks the simpler the code the beautifull it gets. Of course there a lot of things that you may improve like the diagonal moving sugestion made by the user Death259 that I include in this version. I also add points to the score when an asteroid is destroyed. here is the download link   if you like my blog, visit it http://vasilydev.blogspot.com
  10. Hello, I have been working with openGL since 2008. A few years ago I had to migrate to DX but I will always have opengl in my heart . There was a thing I never acomplished when working with opengl. That thing was to make 2D sprites to move across the screen without performance issues. I have tried almost everything, GL_EXT_TEXTURE_RECTANGLE, glu MIP MAPS for NPOT textures, display lists, and anything seemed to work, attached is a sample using texture rectangle. My question is how a 2D opengl programer manages to make a fluid 2D opengl application, what are the tips, etc. I would really appreciate all the help you can give me. I have been programming in 3D for a looong time and that is the only thing I wish to know more. BTW I have a 3D dev blog wwww.vasilydev.blogspot.com, stop by and take a look.
  11. Gl_Terminator

    Do you think my 3D blog sucks or rocks?

    Thanks everyone for the replies, sorry cornstalks but english in not my native language(Spanish Russian and c# are)swiftcoder thanks for the positive critics, i thought people will be so interested with my examples that will force me to improve it, but that didnt happened, by the way i like your post swift The price of progress. I will try to improve it
  12. A lot of people visit my 3d blog every day , but no one leaves a comment, please i need a feedback
  13. I had the same trouble once, I have a 3D plaza on my blog and you can see the edges on the sky box, i used to use texture coordinates to not display the edges for example use 0.03 instead of 0 and to use 0.92 instead of 1, but i remember you coul still see where joined the both textures. When i used gl_clamp_to_edge the problem was solved but i had another issue that i can remember right now, I will be watching this post to see the correct answer by the way this is the project http://vasilydev.blogspot.com/2011/08/3d-square-with-opengl-and-c.html
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