Zenroth

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About Zenroth

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  1. MMO: Permanent Death

    I think you'll find it difficult to gather a sizable audience if having a hardcore/serious experience and perma death together. There are actually servers out there that do to this, such as some very hardcore enforced roleplay player ran ultima online servers. Their population is quite limited (usually under 30 people online at once) but then they're kinda a niche of a niche of a niche. The right audience can certainly appreciate this, but ultimately their numbers are probably pretty limited.
  2. So I got this to work finally, the main problem being that I wasn't setting the glviewport to the size of the actual texture. That and doing the initial rotation, I moved to using a translate and rotation each frame for rendering and things started to work. The problem is, the quality of the outputted rendered texture seems to have problems as can be seen in the below. P.S. Seems gamedev image display is smoothing or something the direct link is Here Any idea what would cause these issues? The texture created to be rendered into, is a standard 32 bit RGBA texture. GL_NEAREST and Clamp is used for all textures. Thanks
  3. The Iphone's native resolution is 320x480. So in order to do landscape, I set the view port to the native resolution, and then do a -90 degree rotation, and setup the ortho projection for the 480x320. This works fine for doing normal rendering, with 0,0 being top left cornor, and Y increases going down the screen. To setup the FBO I do the following.. glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &oldFBO); // generate FBO glGenFramebuffersOES(1, &fbo); glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbo); // associate texture with FBO glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, framebuf->getId(), 0); GLuint status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES); if (status != GL_FRAMEBUFFER_COMPLETE_OES) { [NSException raise:@"Render Texture" format:@"Could not attach texture to framebuffer"]; } //restore old framebuffer glBindFramebufferOES(GL_FRAMEBUFFER_OES, oldFBO); For rendering I do the following initially to generate the texture, though I've tried a ton of differnt things. if(GenTexture) { glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &oldFBO); glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbo); //do render code //restore main FBO glBindFramebufferOES(GL_FRAMEBUFFER_OES, oldFBO); } else { //draw generated texture to main FBO }
  4. I'm working with OpenGL ES on the Iphone and am trying to render a entire landscape view (480x320) to a FBO with attached texture, and then render that texture, back to the main FBO. Unfortunately I'm running into problems, no matter what I seem to do, my texture comes across rotated, inverted, and in the wrong scale. The inverted I can understand as I'm not flipping the texture coordinates currently. But I'm not sure what is causing the scale and rotation issues necessarily. My initial view is setup as follows: [CODE glMatrixMode(GL_PROJECTION); glLoadIdentity(); glViewport(0, 0, 320, 480); glRotatef(-90, 0, 0, 1); glOrthof(0, 480, 320, 0, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); ][/code] I create a 512x512 texture, and FBO, bind the FBO, do my rendering, and restore the previous FBO. I end up usually with a square rotated image, depending on how I adjust things it becomes stretched, and rotated. Its obvious I need to do something to the viewport and ortho projection, and maybe pop out the matrix, but so far I'm unable to figure out the correct combination. Any help is much appreciated. Thanks
  5. Is college degree so important?

    Yeah without a degree you will get completely blocked by some companies even if you have experience. Without experience and no degree its really hard to get a position. ( I guess a amazing portfolio could sell some ) Of course all of this is also in relation to you wanting to be an employee and work in the industry. If you want to be a buisness owner or self employeed than things change a lot. It becomes much more about how much money your company has to spend, if your company has a track record of releases, and how good your team is, if they are known/etc. If you look at some of the most succesful people in the computer industry most of them actually don't have degrees, or didn't when they became successful. Microsoft (Bill, and can't remember other main guy ), Apple ( Steve Jobs ), and id software (Neither John Carmack, or Romero had degrees ) are good examples and the list continues to go on. Of course actually building a succesful buisness is a whole other ball game.
  6. Game Institute?

    The GI courses are outstanding, and far surpass available books on the market that I have acquired. (Speaking from a DirectX course standpoint, I did not do the C++ classes ) Greater than the hours of lecture, slides, thousands of pages of material, and, sample programs, is the staff. I don't believe there has ever been a question I have asked that has not been answered, and most often the answer being a 1-2 page essay, with a full demo program demostrating the answer attached to the post. Its a worth while investment.
  7. where do i go from here, I know c++ pretty well

    Quote:Original post by Halifax2 Quote:Original post by Zenroth I won't talk about PS3 as I don't know much about it or if it uses OpenGl, but its pretty much out of the hands of a indie. Since you don't know what you are talking about, then I don't believe you should have commented on it at all. To say that the PS3 is pretty much out of the hands of indie developers is an ignorant statement. Sony supports, keyword, the loading of Linux onto the PS3, and STI (Sony Toshiba IBM) has released a slew of articles on how to program the CELL processor, which an indie deverloper can do with Linux on the PS3. Insomniac Games also contributes information to anyone with their Nocturnal Initiative. And being as you install Linux on the PS3 you also use the GCC toolchain to build for the CELL processor, and you can use the SPU intrinsics library just like professional developers. An Irrlicht engine user has even compiled Irrlicht, and ran a demo, on the PS3 on his HDTV in 720p. You can check it out on the Irrlicht forums. So please, stick to your own advice, and don't talk about something you don't know about. @Nikko_Bertoa: For C++ you could go with Ogre3d, Irrlicht, or Horde3d. My comments were directed to releasing a commercial game via PS3, not in regards to general programming on it. This is possible for every console system to date, getting a game developed and published on that console is a differnt matter however. My end point is that Microsoft is providing several avenues for official publishing of works that indie developers can realistically produce, I don't know of any such thing with Sony.
  8. These tutorials seem to cover using .Ogg with OpenAL. http://www.devmaster.net/articles.php?catID=6
  9. where do i go from here, I know c++ pretty well

    Quote:Original post by Cromulent Quote:Original post by Zenroth The problem with OpenGL is the extensions, they become hard to manage and messy quickly, specially with some that only work for X graphics vendor. Also at the end of the day, cross platform support isn't worth much saddly. I wouldn't say that. Apple's market share is increasing while Microsoft's is decreasing. It may not be much now but planning ahead is a very good idea. Linux is also becoming a little more mainstream as well. True enough, but from a purely commercial point of view your primary target base is game consoles, and then windows. PC gaming is actually on the decline saddly it seems. Anyways personally I would just recommend working in the DirectX realm as I previously stated as it lends itself to easily porting to Xbox 360, and also to the XNA which has some nice distribution perks. I won't talk about PS3 as I don't know much about it or if it uses OpenGl, but its pretty much out of the hands of a indie. In the end learning either API and how/why they work will let you pick the other one up with out too much trouble, but short term wise I would argue that DirectX is more bang for your time than OpenGl if your looking to get some games made and released into some real markets.
  10. where do i go from here, I know c++ pretty well

    The problem with OpenGL is the extensions, they become hard to manage and messy quickly, specially with some that only work for X graphics vendor. Also at the end of the day, cross platform support isn't worth much saddly. The other advantage of DirectX is that its what the xbox 360 runs, and also what XNA is based around too. This opens up options within the realm of beginners to possibly get a game on XBLA, or later this year in the XNA market place. Finally if you have a bit of cash I would recommend the Game Institute DirectX graphics programming courses. They are fixed function pipeline based currently (module 3 which isn't out yet is shader based), but have been great courses and really teach a lot of how and why. For example before you ever even touch DirectX you go through the process of making a simple software renderer to understand the basic graphics pipeline and various stages of transformation and how they work.
  11. Question / Worry about Game Degree

    Edward I will simply agree to disagree with you. I find it rather amazing that you seem to believe that a tech school based student does not learn theory and concepts. You then go on to say that this CS student will remarkably pick up languages, advanced API's like DirectX/OpenGL in a matter of days. You than go on about how essentially if you are specialized any generalist will be better qualified than your self. All of this is non-sense, to learn any programming language you have to learn the concepts and theory behind it and how it works. C/C++ actually promotes this with things like pointers, memory managment, and inline assembly. As to dismissing C++ this is a game development forum, and despite the growing use of managed languages in development in the gaming development world C++ is still the king of the hill. Just as specialization is also another giant role unless you fall into the category of game play programmer. Most jobs are broken into specific roles such as graphics programming, AI programming, network programming, etc. Now in the rest of the world you don't see this as much though you do see some of it with databases. In the end though either student will or will not be able to do a entry level position and will have a life long quest of learning more. Though it is amazing how many students come out of school with either type of degree and are worthless.
  12. Question / Worry about Game Degree

    I don't see how tech/trade schools unless they really just suck can turn out less skilled workers in their choosen field. Its like taking a computer science degree and comparing it against a degree focused more on programming. What is the outcome here? The computer science person is most likely exposed to a half a dozen languages, only a few of which maybe used in the real world outside of academics, if at all. This is thought to be good as these differnt languages teach you to approach concepts and problems in differnt manners. The programming focused degree on the other hand has probably spent 3-4 years learning C/C++/OOP maybe some java, and some C#, all primary languages used in the industry, and used in interview tests as well. Did the programming based degree lose some abstract concepts and designs forced by using languages that aren't used commercially? Most likely yes. Is having 3-4 years of training in experience in a difficult main stream language like C++ going to enable this programming candidate to hit the ground running at most places he/she may land a job? Most likely, and most likely to a much higher degree than the computer science degree that will be spending the next few years catching up on things like templates, generic programming, STL, etc. So then you leave the realm of programming languages and come to data structures. Any programming oriented degree worth anything is going to cover this, and most likely also cover the best ways to do these in the primary languages. Will the computer science student get more coverage of performance metrics, abstract thinking and have a better knowledge of which one to use in what type of scenario generally speaking? Probably but they also maybe unaware of specific language data structure gotchas, and performance optimizations. Okay, so now you start moving into higher level classes like computer architecture, OS programming, compiler programming, and software engineering. This is where the programming oriented degree most likely starts to break down. Most likely they will cover a depth of computer architecture, and some software engineering. If they are a good class they will probably have several large semester long projects in the used language to teach real world design/engineering issues and practices in the primary language. Will they cover OS programming or playing with yacc and bison, and writing compilers? I haven't seen many that offer these types of classes, and to be fair this stuff is very task specific. Most of your software engineers will never write a OS or complex compiler. Its much like the small percentage of programmers that work in device driver land. So then you have whats left of the various degree programs and a lot of this is general education, and electives. The traditional university will probably smack you with a lot more general academics, much of which you will probably never use or have forgotten by the time you might have had a use for it. I hear that one often, a co-worker covered something that could of been useful or thought it would of been useful, but its been washed away with time. A quick trip to google and wikipedia enlightens either person. On the flip side of things your tech/trade school may also be teaching computer graphics, DirectX, OpenGL, etc. Valuable work force skills, and skills that to properly use also requires you to learn most of the traditional academic computer graphics background, and a ton of mathamatics. Anyways in short traditional academics offer a wider range of studies, often less on the practical and usually in ways that will not apply to a entry level worker. It may help you as a architect or senior developer, but then again by this time the programming focused degree has also suffered through several years of working experience, and has most likely been forced to learn a lot of this stuff on the fly. The key element here though is the programming focused indivitual was able to come into the company and immediately dive into the existing projects source code, see what was going on, and be able to help the company sooner than the computer science person who is hitting language barriers most likely. In the end, I have worked with all three types of co-workers the academic, the tech/trade school, and the self taught. Of the three I much prefere the self taught. This probably has something to do with them being either naturally gifted or just having utilized years worth of time more effectively than the standard schooling options.
  13. Server setup

    You would just try to ping your server 69.92.180.220 from a computer on the first router. If you can't ping it you have a routing issue, or a firewall blocking (I would make sure to disable any firewalls on server before trying to ping it, unless you know how to configure them. ) A big question is why are you trying to go through two routers? Also are these IP addresses real static IP's from your ISP? 69.x.x.x is not normally a private ip address used on LANS and in natting.
  14. Server setup

    Can you ping your server from a computer on the first router?
  15. Hi All, I've done a few searchs, but not come up with anything definite so I'm asking :) For writing out 2D text which is faster, loading a bitmap font image into a texture, and using rectangle copies and blits to copy letter to backbuffer (or another offscreen surface that might be a console bitmap) or doing the same load to texture, and using quads to render? Thanks