Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

243 Neutral

About hikarihe

  • Rank
  1. hikarihe

    Loading a model into OpenGL

    or you can do it yourself if you want   find how the vertices and normals and texture coordinates are stored in the file produced when you export the model and use that data to maybe store it in a class or array or any data structure in your code and then use this structure to draw your model when you call glVertex / glNormal / glTexCoord   if you decide to do it I'll do what I can to help you through it   have fun ^_^
  2. hikarihe

    Opengl Rotate from and to a certain point

    can you explain more clearly? I could help you but I don't really understand what you need to do   what does your code look like now?   in most cases you can use glRotatef( [your rotation value], [x coordinate], [y coordinate], [z coordinate] ) before you draw    > where xyz are the coordinates of the point to rotate around & rotation value is in degrees
  3. Building on the idea of this tutorial: http://www.lazyfoo.net/SDL_tutorials/lesson09/index.php Draw menu and buttons as flat 3D surfaces When left mouse button pressed check coordinates ( if cursor inside a button ) Follow button routine   Is this the only way to do it?   Thanks ^^
  4. hikarihe

    Confused on Big Oh

    if something ( A ) is in the big Oh of something else ( B ), ignoring everything but the n's in each sides   B will eventually be larger than A ( from any n towards infinity ).   The main purpose of this is to check the efficiency of a piece of code   https://en.wikipedia.org/wiki/Time_complexity#Table_of_common_time_complexities ^ this is probably all you need to know   also Big Oh is for the worst case   basic example:   if you loop through all n elements in an array to find a specific element, worst case scenario you will go through all n elements, so we say the code will run in the big oh of n.
  5. I'm willing to code for this in C if you are interested!
  6. hikarihe

    Developing a simple 3d car game in OpenGL.

    try this:   http://www.opengl-tutorial.org/   I suggest avoiding tutorials that use GLUT or too many external libraries. Also tutorials generally either teach you the basics, or something specific.   So for a 3D car game you will have to do a lot of work by yourself. have fun (^?^)?
  7. hikarihe

    PSP games in C++

    everything is clear now, sankyu ^.^
  8. hikarihe

    PSP games in C++

      You have to remember that an assembly language is not the absolute lowest level you can reach, even assembly needs to be assembled into the platform's machine language in order to create an executable.   And you can go as high level as you want for any platform, as long as there's a compiler available which compiles down your high level code into those machine instructions.   I see. You find/create a compiler and use your favorite language (homebrew games) Or you use the console's official compiler provided by the company (qualified people only) The console only cares about the format of the machine instructions produced (executable file). Is this correct?   If yes can you give me some examples of languages the console's official compiler can compile?   Thanks for all the info! Much appreciated!! ^^
  9. hikarihe

    PSP games in C++

    The question about "assembly oriented or object oriented" doesn't make any sense. An object is nothing more or less than a collection of data. Assembly is just a programming language. There are programming languages that are a more natural fit to some devices, but you can use any language that compiles to the target architecture. Consider even a smaller device, the old Nintendo DS, that gave you a 66MHz processor -- many games ran at 30FPS, giving 2 million cycles per frame. You can do an awful lot of processing with two million cycles. As for which is easier, usually the smaller platforms are easier to develop for simply because they are smaller. For the devices listed, there are several active GBA homebrew communities. The other platforms are going to be much more difficult to develop for just because of their relative size. PS2 and Wii are a pain to develop for even on the ligitimate devkits, and I don't think 3DS has a homebrew route yet.   Thanks!   "but you can use any language that compiles to the target architecture" Do the devices only accept their assembly language?   If not, how high level can you go for the popular devices?
  10. hikarihe

    PSP games in C++

    are handheld consoles more assembly orientated than object orientated?   Also I love Nintendo consoles ( Wii, gameboy, 3DS ) and PS2. Which of these is more accessible to program for?
  11.   SDL ^.^ covers windowing, sounds, images, input handling etc.   for drawing graphics OpenGL or Direct3D
  12. hikarihe

    passing 2D array to struct

    is this allowed in C? I've never used std::string before but I think it's for C++ right?   Also isn't the string vulnerable to being overwritten by other data since you don't explicitly specify its size?
  13.   XNA Game Development by Example    by Packt   There is a 2D and a 3D book   good luck!
  14. I do, actually.   In fact, when I'm brainstorming for design ideas, I'm also thinking of how they function in this format.   That said, what is my problem then? Why am I not out there just doing stuff?       this. do tutorials until you don't need them ^^;
  15. hikarihe

    passing 2D array to struct

    It compiles, thank u!
  • 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!