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mihaimoldovan

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Everything posted by mihaimoldovan

  1. I found this one to be fairly nice for the price: http://www.amazon.com/Microsoft-Natural-Ergonomic-Keyboard-4000/dp/tech-data/B000A6PPOK
  2. mihaimoldovan

    git commit problem

    Did you run git commit?
  3. mihaimoldovan

    git commit problem

    git add index.php
  4. mihaimoldovan

    John Carmack a racist?

    Give John Carmack some rest, you people make me ashamed to be a part of this community.
  5. mihaimoldovan

    Anyone have any early effort screenshots?

    Well yeah, your code really did suck. Why would you be rendering tessellated water underneath the terrain?
  6. It's no secret that the new site is having less activity from experienced users than there used to be. The old layout worked fine for over a decade, so I'll give you a radical suggestion to revert back to it. Probably not very realistic to expect, but who knows. I don't think your targeted audience needs Facebook-Like buttons or mini blog activity thingies.
  7. mihaimoldovan

    Which level of programming detail is best?

    C++ is definitely the industry standard and you will have no real way around it, but it's always good if you know some exotic languages like Haskell which can have very direct applications to C++ idioms like template metaprogramming.
  8. mihaimoldovan

    How do i find interesting free games? :P

    You can play WoW for free until level 20. (Warning: You may become a fail at life, but it's unlikely at this point given how much Blizzard has messed up recently)
  9. You want to add an additional component to your vertex format declaration so that you can store per-vertex weights of each splat-texture. This even allows you to slowly blend between multiple textures to get smooth overlaps.
  10. mihaimoldovan

    Game genres, what do you want to develop?

    Jump and Runs! Like Commander Keen.
  11. mihaimoldovan

    Better alternative for font in C++ OpenGL

    You probably want to use Freetype to render your text to a texture and then just display that. Look into Texture Atlases and Knapsack heuristics if you want to really go in-depth.
  12. mihaimoldovan

    C++ Workshop - Pointers (Ch. 8)

    1. doesn't exist 2. pointer to an object of type 'type' 3. same as 2, with emphasis on the pointer binding to that specific variable (if you have more than 1 per line, not recommended) 4. doesn't exist
  13. mihaimoldovan

    tutorial 10 camera code, problem

    Look into using the built-in matrix stack, specifically glPushMatrix, glLoadIdentity and glPopMatrix. This will allow you to keep your transforms from interfering with eachother (transforms from other objects).
  14. mihaimoldovan

    Android Image Loading

    If you can use resources, just load it like this: Drawable drawable = getResources().getDrawable(R.drawable.whateveryourimageiscalled);
  15. If anyone ever finds the need to do this in OpenGL, you would simply use a [g]usampler2D with texture2DLod(coord, 0).a
  16. mihaimoldovan

    Bezier curves

    If you're looking for a simple plotting algorithm, you can evaluate the Bezier polynomial along t in the range [0;1] and set the corresponding pixels. With shaders you could draw the convex hull (control points) of the Bezier curve as a triangle strip/fan and then for each fragment evaluate the distance to the bezier curve. If that is below a cerain treshhold (call it line thickness), then you fill the pixel.
  17. mihaimoldovan

    Java vs C++ research paper

    As everyone said here, it's really not about the language but about the contents of what you are doing and the quality of implementation. Most universities nowadays prefer to teach Java over C++ simply because it's cheaper and easier to find people capable of teaching it, and ultimately even the creator of Java admitted that one of the main design goals of the language was not programmer productivity, but ease of learning. C++ on the other hand is often described as a dog with 9 extra legs bolted on, it doesn't particularly lend itself to novices but it does give you full control of the underlying machine which can be quite beneficial if you happen to be knowledgable about computer architecture in general.
  18. mihaimoldovan

    Neural Networks and Genetic Algorithms

    It doesn't help that most people's way of thinking of neural networks is they're just magical artificial brains. In fact Neural Networks are mostly bullshit, created to solve problems that you don't want to or are not intelligent enough to code up a proper solution to. In these cases you just accept approximate solutions and state that you want any inputs to be mapped to outputs that are known to arise from similar inputs. TL;DR: NNs are way over-hyped.
  19. mihaimoldovan

    [SDL]Framerate limited to 60.

    Yeah this is because VSync is enabled, not necessarily a bad thing but if you are really looking to disable it you should look at the SGI SwapControl extension (and the same from EXT, because sometimes only one or the other is supported .. yay vendor fragmentation)
  20. mihaimoldovan

    android java code problem

    It's my experience that Java code on Android will tend to crash about 1000 times more often than the same amount of native code. This can probably be attributed to the many noob developers looking to develop their own app without ever properly learning the language as well as the paltform inherently being unstable due to crappy decisions by Google engineers working under time pressure.
  21. mihaimoldovan

    Impulse direction at a collision

    There are multiple ways to approach this. You could go for continuous collision detection (what Bullet is doing) and prevent objects from interpenetrating from the get go. Collision Response is pretty easy then by just using basic Newtonian physics. Or you could use hacks like extruding objects and having discrete time steps or even use binary search over the time interval if you need objects with angular momentum. Collision response could just be pushing the object back out and reversing the velocity's direction in this case.
  22. I would say that nowadays the way to go is async. C++11 and boost::asio make it so easy to write a multithreaded game server with the minimum amount of locking and without compromising readability. For your simulation, look into the reactor pattern and using a priority_queue to manage your upcoming events.
  23. AFAIK Android uses EGL. So it all depends on what the Java crap is doing under the hood to initialize your EGL content. You could either dig into the Android codebase (ugly, full of hacks) or just ditch Java and take control by doing all the initialization with your own code in C++.
  24. mihaimoldovan

    beginner direct x 9

    Student project? PLEASE just don't try to make a game. You'll miss every deadline.
  25. mihaimoldovan

    Want to make a game Directx

    Hi, Don't let that scare you off, but if you're just starting out, you're probably looking at a ~10 year time investment before you even get close to being capable of making any sort of game even remotely looking like anything you'd expect when you think of a 3D game.
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