Jump to content
  • Advertisement

LaughingD

Member
  • Content Count

    132
  • Joined

  • Last visited

Community Reputation

152 Neutral

About LaughingD

  • Rank
    Member

Personal Information

  • Interests
    Design
    Programming

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hah, I thought I had responded to that textures/pixels questions earlier, but I think I had started writing on my iPod, and then decided to type the answer at the computer instead, and forgot to add that part. PTK uses textures internally. You can see ALL the data in the headers if you look, for example, at KGraphicGL.h. I think you're not understanding what PTK is. It's a 2d drawing engine that uses opengl/d3d for drawing, and has sound and input libraries and a few other bits and pieces to help deal with cross platform support for OS X and Windows. It's NOT a comprehensive game engine. It doesn't manage your sprites, it doesn't do collision detection. It doesn't keep track of your world or your levels. It works great for my needs, but it doesn't sound like it fits yours.
  2. Couldn't tell you, honestly, as I've never had the need to do it. I'm sure you'd have to write separate methods for OpenGL and DirectX renderers... I just know that all the data is exposed, so you really can do whatever you want. Remember, too, if you purchase PTK, you get access to the code, so you really can do whatever you want.
  3. If you look in the headers KWindowGL and KGraphicGL, you'll see that all the members of those classes are public - you can get the opengl context, the texture, the raw image data, etc... and work with that. Or, you can use makePictureFromArray to create an image from a pointer to data that you've loaded (or created) yourself.
  4. In PTK, currently, it is not possible to render from one KGraphic object to another. The beta version of PTK that you can get access to after you purchase does have this feature, but the beta version is not complete and has several issues, since it's moving to a DX9 backend instead of DX7.
  5. If anyone has ever contemplated buying Derelict and hasn't, and wants to donate some money to the hurricane relief effort - here's your chance to do both. For the month of September (and the last couple days of August), I'm going to donate ALL of the profit (essentially everything that Plimus doesn't take) to the American Red Cross. Get a fun game and help some people out that really need it! [Edited by - LaughingD on August 31, 2005 4:30:20 PM]
  6. LaughingD

    Official Game / Game Engine Screenshot Thread.

    Some pics from my recently released game Derelict. I'm still trying to figure out what to do next.
  7. The only reason for releaseing it as shareware is if you want to start a business. If you're not interested in running a business, then you'll likely be disappointed by your shareware results, and find yourself wishing you had released it for free - open source or otherwise - after you get all the support emails.
  8. Of course it's hard, but nothing worth doing is ever easy. Personally, I think Jay's view of things is a little tilted by the whole mindset of Garage Games and their emergence from the ashes of Dynamix. There certainly are developers that make it on their own, and make good money doing it. Can you support a team of 15 selling solely through your site? Probably not. Can you support yourself and one or two other people? Sure. Easy? No. It takes what lots of people don't have - dedication, perserverence, a willingness to make mistakes and the ability to turn them into successes.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!