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About JeffreyChen

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  1. JeffreyChen

    Help me in selecting an engine

    thank you JTippets. I will try to see if I need to optimize my screen manager. If so I will then revert to you. menyo : I do not wish to rotate the isometric view. But in future if I need a rotation of 90*x degree then I just have to tweek a little bit of my code to get it running. There are many advantages of using a 3D backend as opposed to a general 2D engine. I've read many of JTippets post before and have learned the hardware are now sophisticated enough to handle 3D stuff and most of the other parts like collision detection etc can be easily computed.
  2. JeffreyChen

    Help me in selecting an engine

    Ok, thanks for the big post. Really appreciate it. Firstly the orientation of the camera never changes since the sprites will be created for a particular angle namely isometric for the game world view and a side scroller view for the arcade battles. Also the camera will always follow the player. What is a scene manager according to my requirements? When I was working around the engine of my own, I learned that the faces of the objects could be culled by representing the drawing of the vertex in a specific manner(i.e clock wise or anti clock wise) I do not know if I have to freedom to do that with some other engine where in I can specify how the polygons will be populated. I have represented the sprites on cubes with the same technique above eliminating the 3 planes to be culled that are never shown due to back face culling. Also, I've learned that opaque objects are to be drawn first then the ones that can become transparent. So I've tried it out and come to a point where the transparent pixels of a cube were obscuring the geometry of another cube. I came to know that alpha test needs to be enabled and after that I didn't need to worry about the transparent pixels of the cubes of opaque objects drawn in any order as long as they are drawn before the ones that can become transparent. http://www.gamedev.net/topic/606079-is-depth-buffer-not-working/page__p__4833993__fromsearch__1#entry4833993 I also wrote a custom method to map the sprites to the cubes which was very complicated and tricky. So what I think I understand is that this way of doing things make the zbuffer sort the objects in a scene automatically, the back-faces culled by the manner of population of vertices of a cube and how alpha test works. I did not test on how many objects the scene could render. I was using openGL(LWJGL) and java to render my scene .. What I want to know is with horde game engine what all is possible to do from what I've learned .. i.e can I implement any of the techniques above that I've learned. How is a level represented? In my head its just a file with what objects to place in which grid. By objects I mean cubes i.e what the cube represents, how big a cube is, how many grid will it occupy, etc all encapsulated in this file. I've never used an engine before and wanted to how difficult it is to attain this requirement. If I've made any mistakes or senseless assumptions please correct me.
  3. I m planning to make a game that uses 3d objects in the background for collision, control logic,etc while using sprites which will be used as texture mapped onto a cube I m planning for an isometric game along with the switch of view to a side scroller like streetfighter Basically its a game combining diablo and streetfighter The artwork is going to be similar to wakfu. Can anyone tell me which engine can allow me this or are they any other alternatives that you may suggest. I've tried making my own engine and have successfully mapped the texture sprites to the cubes and have only reached this far. http://leysa.net/test.jpg See attachment for the trick that I am trying to implement. But it's taking too much time and I thought to give irrlicht a try. Please help me.
  4. JeffreyChen

    Is depth buffer not working ?

    This did the trick .. glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER,0.1f); Thanks Kauna and gsamour
  5. JeffreyChen

    Is depth buffer not working ?

    How do I clip transparent pixels ? u mean clip the geometry ?
  6. JeffreyChen

    Is depth buffer not working ?

    My objects are cubes but with textures drawn in isometric view and then mapped to it like a paper over the cube in 2d space. So is the drawing order important ... I thought the z buffer should take care of the drawing order When I turn my view the image is distorted ... I can fix that by drawing textures for each quadrant ... and applying the texture to respective vertices..
  7. JeffreyChen

    Is depth buffer not working ?

    by default its enabled ... so to check it I enabled it and still having the same results.. public void render() { glDepthMask(true); glEnable(GL_TEXTURE_2D); loadView(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Color.white.bind(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); loadIsometricView(); setViewQuadrant(quadrant); glTranslatef(movementInX, movementInY, 0); drawTerrain(); glPushMatrix(); glTranslatef(-movementInX, -movementInY, 0); c3.mapTexture(cottage, 1, GL_MODULATE); c3.draw(); glPopMatrix(); glPushMatrix(); glTranslatef(100, 400, 0); c2.mapTexture(tree3, 1, GL_MODULATE); c2.draw(); glTranslatef(50, 0, 0); c2.draw(); glTranslatef(200, -100, 0); c2.draw(); glTranslatef(-200, +50, 0); c3.mapTexture(cottage, 1, GL_MODULATE); c3.draw(); glPopMatrix(); unloadIsometricView(); }
  8. JeffreyChen

    Is depth buffer not working ?

    how do I enable depth writing ?
  9. JeffreyChen

    Is depth buffer not working ?

    I have mapped the texture of the cottage to a cube ..
  10. JeffreyChen

    Is depth buffer not working ?

    what is depth writing ?
  11. How do I solve this problem ... all objects are texture mapped cubes ... I have enabled the depth test but I cant figure out whats wrong ... is order of drawing important ? I have labeled the order of my drawing ... plz let me know what is wrong and how to fix it And does the depth buffer only work with z value ? my + z axis is up +x axis right and +y axis down much like the space that appears in 3d software with +Z axis going top
  12. JeffreyChen

    Textures will not draw

    remove the glDisable and it should work
  13. JeffreyChen

    Help with 3D isometric

    well I only got this far ... but I hope it helps you ... glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-DISPLAY_WIDTH/2, DISPLAY_WIDTH/2, -DISPLAY_HEIGHT/2, DISPLAY_HEIGHT/2, -10000, 10000); In your render function - glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(35.264f,1.0f,0.0f,0.0f); glRotatef(-45.0f,0.0f,1.0f,0.0f); glPushMatrix(); glTranslatef(0.0f, 50.0f, 0.0f); drawCube(50); glTranslatef(0.0f, 0.0f, 200.0f); drawCube(50); glPopMatrix(); This will allow you to draw isometric cubes and view it in the 1st upper quadrant of the 3d space .. Now I do not know how to proceed from here .. Basically I m thinking of making the quad appear on top of the cubes and render them as 2d textures .. but I m not sure how to do this ..
  14. JeffreyChen

    Where to start

    I have started with SDL and it seems quite fine ... there are tutorials on wiki on how to setup the libs for the required OS ... Then I moved to coding in java since I m more comfortable with java and many post says that u should program in what you are comfortable with .. So there are tutorials on you tube about java game programming that'll get you started but the technique isnt refined .. so you got to play around with it Once you get the hang of the game loops .. search for dewitters game loops .. they provide very interesting details about game loops and the pros and corns ... Then try developing a side scroller ... If you feel comfortable with all of this then move to openGL .. if you are developing in java then you can use JOGL or LWJGL (my current choice) as a wrapper for openGL... currently I m learning from NeHe .. but the tutorials use a deprecated library devIL ... so download the new library known as SLICK .. and then combine the tutorials to get u a good base in openGL API I have currently reached this far ... if ne1 knows how to go further please let me know ... Hope this helps you MaxFIre
  15. JeffreyChen

    Knowledge requisition details

    hmm ... that's certain then .. it just includes so many matrices and makes my head spin .. but I m determined to do it ... I'll chk that title out .. thanks
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