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ochi12

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About ochi12

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  1. Well, just in case somebody is having the same issue, I found a nice example of stb vorbis decoding here:https://gist.github.com/Oddity007/965399. Hpe it helps!
  2. thanks man! that's very informative, I was having a hard time  trying to get how to use it. Thanks a lot!
  3. yeah, but it gives me the length used in samples, not bytes. stb_vorbis seems to be useful, but I can't get it to work with openal, mainly because I can't understand the source code pretty well and there's no documentation about it .   and yes, it works. But the stb_vorbis_decode takes like a few seconds to load, I am sure I'm using it the wrong way, because it's supposed to be fast
  4. Hi, I'm getting into sound programming with openal and I'm having trouble loading ogg files with openal. I'm trying to use stb_voribs to avoid any unnecessary dependencies. The point is, I am able to load sound files and play them with openal, but when I try to load a file with stb_vorbis, it gets really complicated. I am not sure about what I should be doing to load the sound, as the only documentation is the source code(which I find complicated) I don't know what to do. I tried using stb_vorbis_decode_filename("file.ogg" ,&channels, &rate, &output) but it takes too much time to load and there's no way of knowing the size of output in bytes.   I'm just asking if anybody has any experience with this library, how should I be doing it. Thanks in advance!
  5. I'm sure everybody has heard of vulkan already, and I'm kind of scared about this. I'm a begginer with opengl and was just starting to understand the basics of modern opengl when I heard about vulkan.   It's supposed to be lower level , "more explicit" and faster than opengl, but at the same time a lot of games use opengl and a lot of frameworks and middleware use opengl. Opengl can't just dissapear, even if vulkan is better, old pc's and phones will not be compatible with vulkan(only opengl 3.1+ hardware will be compatible with vulkan). With this in mind, I'm unsure about switching to vulkan. I don't know, however, if opengl is goig to be updated after vulkan? Also, do you think it'll be convenient to use opengl after vulkan or just make the switch?(you know, keeping in mind all the performance stuff)       Would love to hear your opinions, Thnaks!
  6. actually, spine does not provide a runtime for allegro. And i prefer doing stuff myself instead of using third party technology.(I have the NIH virus)
  7. Hi, I'm trying to make a 2d fighting game in which you can equip different weapons. As I want to have multiple weapons, it's impossible to use sprite-sheets because I would have to re-draw every animation for each weapon. So I'm thinking of using a bone based animation system. However, I'm using allegro(a library similar to sdl), and allegro does not provide any animation system. So I will have to create an animation system from scratch. It's my first time doing something like this(I've been using sprite-sheets until now) so I don't have any idea on how to do it.   I guess I can create a bone class, and each bone has a child bone. The child bone is rendered at the end of the parent bone and then the rotation is applied. But is this the right/most-efficent approach? Should I somehow "save" my animation instead of re-calculating all of the bone's position each frame?   I'm not asking for all the code I need to implement it in my game, just some advices or techniques that I can use. Thanks!
  8. Hi, I'm trying to make a 2d fighting game in which you can equip different weapons. As I want to have multiple weapons, it's impossible to use sprite-sheets because I would have to re-draw every animation for each weapon. So I'm thinking of using a bone based animation system. However, I'm using allegro(a library similar to sdl), and allegro does not provide any animation system. So I will have to create an animation system from scratch. It's my first time doing something like this(I've been using sprite-sheets until now) so I don't have any idea on how to do it.   I guess I can create a bone class, and each bone has a child bone. The child bone is rendered at the end of the parent bone and then the rotation is applied. But is this the right/most-efficent approach? Should I somehow "save" my animation instead of re-calculating all of the bone's position each frame?   I'm not asking for all the code I need to implement it in my game, just some advices or techniques that I can use. Thanks!
  9. I know, but thought that I had to darken the whole screen and then add a png with alpha channel to light only a part of the screen, however it didn't work . The file wih the alpha channel didn't look like lighting. it was even darker, I tried changing it to alpha blending, alpha mod, but there was no case If i have to only darken the spots where there's no light, how can i do it? I already got the part of lighting the spot with the alpha channel png, but how do i darken the rest? The only think i can think of is adding multiple semi-transparent black pngs where there shouldn't be lighting but i don't thinks that's convinient.
  10. Hi, I'm workin on a simple 2d game with sdl. I'm currently trying to add some lighting but I have no idea on how to do it. I don't want to use opengl because i think it's very complex and hard to learn(althought i know that the most convenient way to add lighting is with shaders) so I'm doing the lights with alpha bending. I'm trying to archieve something like this: I drawed a black square on top of the screen with alpha blending so the game looked like it was dark, but now I have no idea on how to make things visivle and add those "lights".   Any ideas? thanks in advance
  11.   glxinfo: OpenGL version string: 3.0 Mesa 10.1.3 OpenGL shading language version string: 1.30   I'll get a nvidia card and install the propietary drivers, this way, i'll be able to use opengl 4.4. As someone sugested I thought about installing windows, but I'm not leaving my development envoriment just to use opengl. I'll end up having windows execs when all i want are linux ones.   Thanks all for the info, I'll have a look at shaders and start using opengl 4.3(with opengl red book)
  12. I'll just leave that quote there.   Don't blame linux/Gnu, it's intel's fault!   note: saw a couple of your's presentations in youtube(one of the reasons I came here asking what opengl to use(and still have the same dobut)), very informative.
  13.   I can't. In my linux distro the best i can get is opengl 3.0
  14.   On board, intel hd graphics ivy bridge(with intel celero g1610)     Absolutely. But I'm kinda intimidated because I'm in highschool so I don't know a lot about maths and physics. I've been using sdl and libgdx for making games for a while now. And moved on to opengl mainly for 2d graphics(for adding efects and stuff that was harder or imposible with other 2d libs).
  15.   Actually i know nothing about graphics with opengl but I've heard that with opengl 3 you have to write your own shaders. What about that, is it that difficult? Are there any alternatives to doing that?
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