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Hodgeka

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  1. I'll definitely check out the UDK. Anybody have any other suggestions?
  2. So I have arranged a team consisting of myself and 3, maybe 4, others. We have been designing a 3D multiplayer battle game with some RPG elements. I'm the head programmer of the project, and I was wondering what others would suggest for languages or engines to use for this type of thing? I'm fairly experienced with C++ and OpenGL, but there are some In-Game UI elements I'm not sure I would be able to program with just C++ and OpenGL. The game will consist of basic polygonal 3D models with no fine detail at first, and basic texturing, until we hire an artist onto the team. The only in-game GUI elements I will really need are a spell bar with drag N drop spell elements, and a simple inventory. So, if you have experience with this type of thing, please make a suggestion. Thanks, Hodgeka
  3. Originally, I thought this would be an easy problem to find a solution to, but after a couple of attempts and some searching around, I am at a loss. Basically what I'm trying to do is load a small bitmap file which has nothing but a single black curve on a white background. I want to use the y-values of the black pixels along the curve contained in the bitmap file to generate heights for a series of objects in my program. The problem I am having is finding a way to read in the pixel data from my bitmap file. I want to use only the OpenGL API to do this for now. Any suggestions/tips? Thanks, Hodgeka
  4. OpenGL

    [quote name='smasherprog' timestamp='1320159007' post='4879251'] [quote name='Hodgeka' timestamp='1320156854' post='4879242'] Many people have suggested cegui and qt to me. Do any of you have experience with these? What would you suggest? [/quote] Both of those UI's are fine, but both are extremely bloated and quite involved in order to actually get running. AntTweakbar is extremely simple (literally 5 lines of code can get you started) and powerful as a value (number) editor. The down side to antweakbar is that its rendering is slow and it uses alot of CPU time. GWEN is a great UI because it is simple and contains alot of functionality, check it out at [url="http://code.google.com/p/gwen/"]http://code.google.com/p/gwen/[/url] [/quote] Thanks for the suggestion! I got gwen up and running last night, and it seems like it will be able to do everything that I need as of now. =D
  5. OpenGL

    Many people have suggested cegui and qt to me. Do any of you have experience with these? What would you suggest?
  6. OpenGL

    Wow, thanks Haegarr that is pretty much exactly what I was looking for! I'm still curious about common GUI solutions though. What would I want to do for an in-game UI?
  7. OpenGL

    Thanks for the responses! I'll check out the boxes project. I don't know much about web design, so I'm not sure about berkelium. How viable is writing my own GUI? Are there common approaches to GUI with OpenGL?
  8. Hi, I havea basic particle system written with OpenGL and glut using c++. I want to implement a basic GUI over it for real-time editing of variables that effect the particle system. How would you suggest doing this? (what libraries, etc)
  9. Thanks for the responses! Will skills in 3dsMax be transferable to blender? Also I still have the question If these are skills I will be able to be pick up on the side line during my school year?
  10. OpenGL

    Thanks for the suggestions guys! You were alot of help to me! =D
  11. Hi, I have a basic RPG game coded with C++ and OpenGL, but currently I have no character models. As of now my characters are rendered as different geometric primitives. I want to create some custom character models for my game using 3dsMax, but I have no experience with character animation or modeling. Art is a passion of mine, and I would find it fulfilling to create character models myself for small projects. This leads me to ask 2 questions: 1. ) Is it a realistic possibility to learn 3dsMax character modeling and animation on the side ( I am in College, and work a part-time job) as a hobby, or should I just find an artist or use free models for my game for now? 2. ) If it is a realistic possibility, what kind of hours would I need to put in to be able to create a basic 3D Character Model and create different animations for it ? ( spell-casting, running, etc) Thanks, Hodgeka
  12. OpenGL

    Any reason you recommend Maya? I don't currently have access to Maya but if it is a necessary solution I'd be willing to give it a shot.
  13. Hey all, I have a basic 3D rpg style type game set up and I am to the point where I have some cubes that can move around a basic scene ( some primitive objects ) , and act on each other. It has basic AI and some attack abilities. [u] I want to turn these cubes into 3D models with movement animations( walking, spellcasting, etc). [/u] What would be the best way to go about this? What are my options? I have access to programs such as Blender and 3DS max. Should I do the 3D modeling and animations in these programs, and export them to a file, and somehow import them into OpenGL? Thanks ahead of time, Hodgeka
  14. Thanks for the suggestion: With implementing the solution this way, in the future, would I be able to make the animals communicate with one another? Right now I want some basic functionality , such as the animals being able to move, and when an animal moves, I dont want it to walk through another animal. I was thinking that when an animal moves it would talk to the map object, ask it if there is an animal in the path of where it wants to move, and if not, the map will move it there. Also, I'm curious what you mean by smart pointers? I'm kind of a noob, so I'm not sure what you meant. My biggest problem right now is being to create an array that contains both the children of the "animal" superclass, pigs, and cow. I'm sure it's possible with polymorphism but I haven't quite figure it out yet. For example, how would I implement this? Animal *animalArray[10]; [declares the animal array] animalArray[1] = new Pig; [creates a pig at index 1] animalArray[2] = new Cow; for(int i; i < 10; i++) animalArray[i].printMe
  15. I'm trying to create a farm simulation in c++. Right now I'm just trying to implement some basic structure. I want to have pigs and cow classes that inherit from an animal parent class. I also want a map class that has an array of animal object structs which contain a pointer to an animal and a 2d point location for the animal. I'm having trouble with the array portion. Any suggestions? I'll upload some code when I get home from work.