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About jtza8

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  1. Never mind, I figured it out. If anyone ever reads this, the actual method to follow is found at http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/CocoaDrawingGuide/AdvancedDrawing/AdvancedDrawing.html Under the title "Full-Screen Drawing in OpenGL".<br>
  2. I've been trying to create a full screen window which houses an NSView on which OpenGL is rendered, which appears to be the standard way of doing things in Mac OS 10.6+. After switching display modes, using Quartz (i.e. CGCaptureAllDisplayModes and CGDisplaySetDisplayMode) I'm left with a black screen and the mouse cursor. Seems like I'm switching out of the window-manager this way. Any links/clues on what I should do to draw an existing OpenGL context to a full screen view using an alternate display mode? Help would be much appreciated, for which I also thank you greatly in advance.
  3. jtza8

    Preserving Textures

    Thanks, FXACE, that helped.
  4. I just want to be sure I understand this correctly, but I'm pretty sure that switching between window and fullscreen modes creates a new OpenGL context, and thus I loose all my textures. If I want to re-use textures, the best I can do is reload their tex-image data once I've switched video modes? ... or is there a better way? Any help in knowing whether I'm right will be much appreciated. As will any advice.
  5. I've been building my own physics engine to try out an idea that I have. Instead of using spacial collision detection (namely, moving objects and then checking whether they overlap) I've decided to try time-based collision detection (predicting when collisions could occur based on displacement, velocity and acceleration; and then moving objects). To collide two points, where point A and B have physical properties with 1d vectors, their time of collision can be calculated with the following variables: Note that as long as two 1d points move, there will always be a collision time, whether positive or negative. After manhandling the following equations of motion and observing the resulting equations behaviour: ... you get the following equation: This concept can then be expanded to determine the length and duration for 1d segment collision which then represent a segment of time, namely the entry time and exit time of the collision. Using this, you can determine the exact collision time for convex polygons by using the SAT (with time-segments rather than space-segments). Once you've calculated the nearest collision for each object, you can calculate the motion for each object, knowing when a collision will occur and handling it accordingly. I'm still figuring out whether this method might be usable with rotation (which I haven't researched yet), and I only have high-school level maths. Since I don't know of any resources about this so far, it would be helpful if someone could provide me a link to some similar concepts. My implementation isn't complete yet, and as this is my own idea, there's still a lot of refactoring, etc. which needs to be done, so any ideas that anyone reading this could contribute at all would be greatly appreciated. Just thought I'd put this out here, and see how people respond... if anyone responds, that is... I hope some of this is useful.
  6. jtza8

    Game Engine or not?

    Do you want to make a game or do you want to learn all of the aspects of game programming? I don't want to come off as a broken record, but you can't effectively do both. I mean I could learn C#, but I lean more towards the mindset of getting really good with a few languages rather than knowing so many. [/quote] Knowing many languages is very useful. Getting exposure to different approaches and features helps you abstract away concepts from syntax. Thinking/designing around concepts is generally more sound, and will make you a better programmer in all languages. And about avoiding C++, I really disagree. I spend a lot of time learning C++ and I really love using it. I switch back and forth with Java, but I really dont find that C++ causes me problems. HAving memory issues and all that is something you learn to deal with, and the C++ classes I have taken really taught us how to use the language properly. If you know your pointers well, its not an issue. [/quote] The brain power you're spending on keeping your pointers straight (and seriously, if you're using bald pointers, you're not using the language properly) is brain power you're not spending making your game. Don't you notice the titanic lack of standard library going from Java to C++? Anyways, I agree that learning another language is a bit of overhead, and from how you've described your experience, it might be better to stick with something you know for now. No need for the overhead if you're going to do research into APIs/libraries. But in a few months, take a look and see how much you've accomplished. See how much time you spend debugging undefined behavior, or re-implementing something because C++'s ancient standard library doesn't support it... Try to remember that you do have alternatives. Too many beginners (myself included) wasted years fighting C++ instead of learning to make better programs in a language we didn't have to fight. [/quote] Well I want to make games, but along the way I want to learn how to implement some specifics things, specifically AI and level editors (I have specific interest in these areas). I really am open to suggestions, what would you recommend for me then? Im going to be honest, the most ive done is make simple one screen scrolling games (no level system, no scrolling backgrounds), a few pongs, etc. I dont need to make an amazing 3D shooter at this point to be happy, I would enjoy continuing more simple 2D games until I really built my skills. I really have a laid back attitude when it comes to this,, I dont care about getting rich or famous, If I dont make the next Minecraft I honestly dont care. I just want to create the ideas I have in my head, and hopefully someone will find it to be enjoyable. I personally love RTS and Action RPG's, so I would love to make some cool versions of those eventually. I guess my goals consist of 50% "I WANNA MAKE A FINISHED GAME" and 50% "I WANNA LEARN HOW GAMES REALLY WORK AND ARE IMPLEMENTED". If thats makes any sense [/quote] I know what this is like. If you aren't one of those "don't fix it if it ain't broken" types, then build your own game engine. It doesn't need to win any awards (if it does, that's fine too ). I'm writing my own engine, and I've learnt a ton of things that I otherwise wouldn't have. It's not re-inventing the wheel, in order to truly understand the wheel, it's probably a good idea to build one... But it's kinda stupid to drive a car and not know how the wheels work. It has to be said, I'm using Common Lisp for my game engine, which isn't all that common... but it's a very powerful, expressive and pretty fast language. It's up to you to choose the language you're going to use... I... er... don't like C++ . If you're comfortable in C++, and you can read and understand what you wrote two months ago, then use C++. Learning other languages is encouraged. You can keep C++ as your main language, but make some time to have a look at some other languages too. It will improve your programming abilities across the board.
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