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lilrooness

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  1. I have text files containing text that I want in my game. I want to import these blocks of text into my engine as images. Is anyone aware of any software that can take text input and a font file, and generate an image file with the rendered text?  
  2. Right I know I'm answering my own question here but I wanted to share thses tutorials here for anyone else that had the same problem as me   This one is really good for the core engine stuff: http://www.gamedev.net/page/resources/_/technical/game-programming/introduction-to-isometric-engines-r744   This one is good for the actual graphics creation: http://www.gamedev.net/page/resources/_/technical/game-programming/isometric-tiles-r738
  3. I am designing a game that will require me to use isometric, tile based style graphics.   I have read posts that just say to draw all of the graphics out and then just rotate the map 45 degrees. Is this the correct way of doing it, or are there some more sophisticated algorithms out there for dealing with this style of graphics. I want enough control so that I can implement collision detection and path finding (already done both of these things in some simple 2D tile based games) I will be using the Java Programming language, so I would prefer any sample code (if any) to be either sudo or in java.   There don't seem to be any good tutorials out there covering how to do it in anything other than action-script, and even then the guy just uses a library to handle most of it for him, he doesn't explain any of the techniques that are used. So if anyone knows of a good tutorial (video or text) please post a link.   One more question referencing the actual creation of the graphics. When I am drawing the tiles in Photoshop, do I draw them already rotated on a rectangular canvas, or do i draw them, un-rotated and then rotate them in the engine ?
  4. OBJ file format I find, is the easiest type of model file to parse. However you will have to make the reader yourself since there are no standard ones. This type of parsing can be difficult in C++ but there are lots of examples. Many of which you can pull straight down from the internet and use out of the box.   Remember to make sure that you include the vertex normal's when you export the file to obj format. I don't know about 3ds Max, but I know that in blender this is not done by default. You will need the vertex normal's for lighting in opengl.   If you were looking for a video tutorial on loading OBJ files in C++, here is a good one: http://www.youtube.com/watch?v=XIVUxywOyjE All of the tutorials in this series will be quite relevant for you as you are just getting started with opengl.   As for making the 3D chess board, I would first think about how you want each level to be viewed, for example: - Do you want to view one level at a time ? - Do you want a free camera, and you rotate around the stack of levels freely with the mouse, each level fading out so you can see the one below it ? - Maybe you want to display each level in a different area of the screen   Be sure to experiment with different looks and feels to find the one that you like the most.
  5. This doesn't necessarily limit you just to C++. If you were to go down the less coding rout and use a pre - made engine such as Unity3d you could still release for steam, xbox360 and windows, it makes it really easy to build for multiple platforms (even mobile devices). The free version is good, but its limited in the rendering effects you can access, and the amount of standard assets that you get supplied with. As you said you were thinking about not targeting the Xbox360, you could think about using Java. The Light Weight Java Game Library (lwjgl) allows you to handle rendering (opengl), input, and assets like sound, images, all with one library. http://www.lwjgl.org/ Also, I don't know much about it at all, but if your looking for a 2D rendering system, you may want to check out Slick2D. This one is also a Java library. http://www.slick2d.org/ Also if you choose to use C++, there is still a big choice as to what rendering engine you will use. Good ones to start thinking about are DirectX (for windows and Xbox360 exclusively), Ogre3D and OpenGL. (This list is not exhaustive, There are many more!)
  6. After watching this tutorial by the coding universe (http://www.youtube.com/watch?v=izKAvSV3qk0), I am confused as to what face data (denoted by an f at the start of the line) in a .obj file is, and how it is supposed to be used.   As an exercise to try and find this out for myself, I experimented and wrote a parser for an obj file in java, that only loaded the vertex and normal data from the Stanford bunny model. I rendered it using glDrawArrays, but it came out contorted, with lines connecting triangles that shouldn't be connected.   It looked like this:   http://derp.co.uk/9a0ba   You can just see the basic shape of the bunny under all the stuff that isn't meant to be there.   Do I need the face data to render the model ? Can you do it without it ? If so how do you use it and what does it mean ?
  7. I am looking into making a "rogue-like" game, preferably in python/Java/C++ and it has to run on a mac. I have looked into using the libtcod library but there doesn't seem to be an easy way of compiling with that on a mac.