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About delagames

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  1. Making cross platform games - Experimentation

      No I didn't try it but I guess that it doesn't support all of the platforms that I am trying to target (I think it does not support WInphone, OUYA, PS vista, xbox one etc etc). My purpose is to make an extremely lightweight cross platform 3D engine tailor made for my game requirements. Unity is a generic engine and totally not as flexible as customized C++ code and it is pretty bloated in size as well !
  2. Hi, This is just a quick short entry. Today I tried to compile a small but fully working OpenGL ES 2 shader related code in Emscripten. It didn't work. After a LOT of time debugging I found out that if I call [font='courier new']glBindAttributeLocation(...)[/font] BEFORE actually linking the shader programit works perfectly. So the following code works fine:[code=auto:7]....glAttachShader(_programID, _fragmentShaderID);glAttachShader(_programID, _vertexShaderID);glBindAttribLocation(_programID, VERTEX_ARRAY, "a_position");glBindAttribLocation(_programID, COLOR_ARRAY, "a_color");glLinkProgram(_programID);....... BUT the following code will DID NOT work with emscripten WebGL:[code=auto:7]....glAttachShader(_programID, _fragmentShaderID);glAttachShader(_programID, _vertexShaderID);glLinkProgram(_programID);glBindAttribLocation(_programID, VERTEX_ARRAY, "a_position");glBindAttribLocation(_programID, COLOR_ARRAY, "a_color");....... So the best way is to get pre bound attribute location using use [font='courier new']glGetAttribLocation(..)[/font] rather than manually binding it:[code=auto:7]....if(!LoadProgramFromFile("Default.vert", "Default.frag")){ printf("Error Error loading program from file...\n"); return false;} _a_positionLoc = glGetAttribLocation(_programID, "a_position"); _a_color = glGetAttribLocation(_programID, "a_color");.... This may save you a LOT of headache Happy coding ! -Fakhir
  3. Making cross platform games - Experimentation

      The only reason I am considering flash is that the porting comes almost free. As we speak browsers have weak WebGL support but it is getting stronger day by day. So for example if you wanted your awesome 3D C++/GL game to be played on facebook, the above mentioned pipeline lets you do that almost for free. (maybe a tiny bit extra abstraction layer over facebook APIs).   Playing Stage3D or WebGL games in a "Mobile browser" is already out the window . Above pipeline let's you easily make native mobile versions of the game. I am doing some experiments. Will get back with more results !!!
  4. Hi, This is my first ever journal post here on gamedev. I will discuss about doing an experiment to find as cross-platform development environment as possible! For my next game i've decided to make it very "cross-platform" and port to many platforms (initially probably 2-3 ). Entire game code will be written in C++ and OpenGL ES 2.0. Since this is my first attempt, I really tend to keep the game as simple as possible . Following platforms are in the target list: 1) Desktop (Win / Mac / Linux) Since direct support for GL ES is weak on desktops specially Windows, I am considering 3rd party EGL bindings. PowerVR and ATI SDKs for OpenGL ES 2.0 are good options as they come with GLES 2.0 simulators. But an alternative option I found really tempting was "Angle". It provides headers and libraries to develop GLES 2.0 applications on Windows. It appears light weight, under the hood angle translates GLES calls to DirectX. For basic window management one could write small amount of system-specific code. I will discuss this in future blog post after some experimentation. 2) Android Android SDK and NDK supports GLES 2.0 and let you write entire thing in C++. So the porting won't face any real issues except to write the window initialization and little system specific code. 3) iOS Exactly the same as android. Native support for GLES 2.0. Xcode also has a nice built-in emulator. Can easily merge C++ with Objective-C. 4) WebGL This is probably the easiest . Use emscripten to convert the entire C++ / GLES 2.0 game to HTML5 with almost no modifications. Entire Unreal 4 engine has been ported to HTML5! Emscripten has very good built-in support for GLES 2.0 and GLFW. The community is very active and lots of material available on the internet. 5) Flash You can port you existing C++/GLES code to Flash using Crossbridge. Epic have ported their Unreal 3 engine and you can check out the demo. But i think that this is pretty much dead. It is no longer being regularly maintained and an inactive community. But this may be OK for small 2D games that I intend to make. 6) Black berry Black berry provides their own SDK and let you to write Native code in C++. Porting should be relatively easy. 7) OUYA OUYA development is almost like android. They also provide their own SDK. 8) Nook 9) Various consoles Will look at these in the future. Summary: Majority of the mobile devices support OpenGL ES 2.0. It appears to be a good idea to write a single portable GLES 2.0 renderer which would work on almost all the devices without any changes. It even works with traditional desktops (even though ES2 is not as powerful as the full blown OpenGL but it is pretty good for 2D games). But finding a cross-platform solution for Sound, context management, input, APIs for quering resources etc might be a real challenge. Next time i'll post the results of this experiment and list down libraries that I found to be the most portable across all platforms. Happy coding... -Fakhir
  5. Experimenting with point lighting

    The water is pretty cool (Y)   Btw: Do you know of any visual tool for designing (complex) shaders? I've heard render monkey is good but too old. Other than that I am unable to find any. Coding shaders in notepad is too time consuming and error prone. It's like making a complex 3D model vertex by vertex in notepad.
  6. First ever concept illustration

    @Kryzon: Thank you for the tips.   @Komatsu: Good idea!
  7. The Total Beginner’s Guide to Better 2D Game Art

    Amazing article. Thank you for sharing!
  8. First ever concept illustration

      I just overlayed one huge grunge texture on top of the drawing. As far as I understood you are saying: 1) Apple the overlay texture only to front clouds and front elements. Apply faint low res overlay texture to farther elements. 2) Make things that are farther less contrasty and less saturated.   Thank you for the tip :)
  9. First ever concept illustration

    Hi, I am a programmer. This is my first attempt to make a concept illustration. Please give critical feedback and how can I improve this drawing? I know there is a lot of room for improvement but I am stuck. I don't know how to fill in all the details. I spent a lot of time making the hi res trees, animals etc only to place tiny versions of them on the final piece. I made the basic shapes in Inkscape and then imported to Gimp for shading/texturing.