Jump to content
  • Advertisement

norman784

Member
  • Content Count

    8
  • Joined

  • Last visited

Community Reputation

101 Neutral

About norman784

  • Rank
    Newbie

Personal Information

Social

  • Twitter
    norman784
  • Github
    norman784
  • Twitch
    norman784
  • Steam
    norman784
  1. norman784

    Issues loading textures

    Well I finally solve it, and no, Kotlin in a language that has interoperability with C, so in some cases the interop adds odd stuffs and also because is in early development (Kotlin native itself) doesn't have so much documentation about the matter. For some reference about how it was solved check this issue. Edit: this is the final result I was looking for
  2. norman784

    Issues loading textures

    Ok, I get it work on C, so is matter of time when I find the issue in the Kotlin side.
  3. norman784

    Issues loading textures

    Sorry I was not not clear, and yes, I'm porting the opengl tutorial to kotlin native, so the link that leads to github is my code that is not working, well the expected result is the next image as the rectangle texture But the result that I'm having is this I'm not sure if is stbi_load, my image or the opengl code. But I'm doing some more test, this time in C (it will took me a while because I'm not used to C, besides is not that hard, the I don't know the tools). Why I chose stb? because seems to be an easy to include a single header library into the projects, but if theres another recommended alternative to this library I'll try it.
  4. I'm having issues loading textures, as I'm clueless on how to handle / load images maybe I missing something, but the past few days I just google a lot to try to find a solution. Well theres two issues I think, one I'm using Kotlin Native (EAP) and OpenGL wrapper / STB image, so I'm not quite sure wheres the issue, if someone with more experience could give me some hints on how to solve this issue? The code is here, if I'm not mistaken the workflow is pretty straight forward, stbi_load returns the pixels of the image (as char array or byte array) and you need to pass those pixels directly to glTexImage2D, so a I'm missing something here it seems. Regards
  5. norman784

    Which API to learn first

    Just with a superficial reading about Vulkan and D3D12, seems that they objective is the same, so in the end the 3 of them (including Metal) do the things in a similar manner, so the API will looks familiar switching between them. So I don't see the point to learn D3D11, yeah you could get maybe quickly to get something done, but the market is moving to a newer API. So I think you need to focus on one of those 3. At least if you don't target older graphic cards (I think, at least Vulkan, support graphic cards from 2012 and newer).
  6. norman784

    Which API to learn first

    I'm curious now about... 1- Whats the main difference (in performance in Windows) between OpenGL and D3D11? 2- Is Direct3D (11/12) similar to Metal API? 3- Is Vulkan similar to Metal API? Edit: This is the first time I found a kinda good game engine video tutorial (is a playlist with 60 videos, they are quite old but OpenGL didn't change so much in the last years), don't know if it comes to the case but in case someone finds it useful, its on Java/OpenGL but is understandable. (Yeah the voice is a bit annoying but you get used to it) Also if you want to check directly the repo of the tutorial https://github.com/BennyQBD/3DGameEngine
  7. norman784

    Which API to learn first

    Will not be better to start with OpenGL/ES so you could support wider device range? But don't know exactly whats the OS target, I've recently started with Metal (on Mac) then later on I'll jump to OpenGL to support Linux, Older macs and maybe Windows (I'm playing with Swift, so this las platform will be a bit harder to support yet, but theres a long, long way to get to run my engine in mac even). This is just a pet project, but maybe instead of trying to learn an API you need first to understand all the concepts (I'm not an expert) but vertex, matrix, quaternions, shaders, etc then jump into the API because I've struggle a lot in the beginning with all those things when you need to implement, new things and they are complicated (even know I just understand only the principles of shaders and still learning the math behind the render engine). But its mostly up to you, if your target is only Windows for now, yeah the D3D11 has a wider range of supported devices.
  8. I'll recomend you to search an game engine for this kind of game, maybe you can do parts of the game and then when all its finished join together. What i think you need to do its: - Quest system - Isometric map (in my opinion it will be much easier to do with a 3d engine rater than a 2d engine, just put the camera in the angle you want and wala) - Character movement / action - Inventory system - IA system - Path finding - Scenario transitions Its not a complete list but its a start, maybe some of this "modules" you can find for certain engines so you really focus on the important part of the game, such as the story and user experience. Unity3D its a great choice, simply because have a great community, resources and you can program with javascript, c# or boo.
  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!