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About KMcDevitt

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  1. KMcDevitt

    of interest: faster browsers speeds

    I live in Australia. Don't talk to me.
  2. KMcDevitt

    Rendering MD3 in Modern OpenGL

    True, it won't actually be blending animations. You could probably get fancy and construct a histogram for blending between sequences. This is the point where you'd reconsider your decision to render MD3s in modern OpenGL, and write a tool to convert the format offline to something that complements modern OpenGL.
  3. KMcDevitt

    Rendering MD3 in Modern OpenGL

    Xycaleth means to use the texture as a LUT/lookup table, where each "pixel" contains the vertex position, i.e. R,G,B correlate to X,Y,Z mrwonko pointed out the MD3 format has 16-bit integer coordinate, so the texture format should be GL_RGB / GL_SHORT. The maximum number of vertices per surface is 4096 (typically < 1k verts) which is scraping as large as you'd want to go, at one texture per surface (maximum of 32 surfaces, typically 1 or 2 surfaces) If you required any other information, it wouldn't be difficult to pack that further down in the texture and give/calculate the offset. You can exploit bilinear filtering by sampling between texels in the vertex shader. Texture filtering will interpolate the values, hence smoothed animations.
  4. KMcDevitt

    Rendering MD3 in Modern OpenGL

    Perhaps "renderergl2" would be good to look at, a renderer for ioq3 using (relatively) modern OpenGL
  5. KMcDevitt

    Video game linked to poor exam results

    muh scapegoating
  6. I've been loving SCons. It's a little bit different in that it doesn't generate project files (in regular usage, I believe it is possible) but you set your IDE's "build" command to invoke SCons. This means you can use whatever editor you prefer. The major plus side for me is that the SCons "project" files are written in Python, which is very powerful. I've used it in several projects on all major platforms for executables, shared libraries, static libraries, customisable builds (i.e. non-SSE, optional features), custom steps like inserting git revision hash, etc You can configure your own project's settings via switches or environment variables, SCons/Python has access to it all. The dependency management is quite good, and there are several ways to structure your projects and control output folders. On a slightly unrelated note, I use SCons with CodeLite as my IDE (on all platforms) which is rarely supported by build systems. I don't want to have to run CMake to generate project files and then convert them to the IDE of my choice.
  7. KMcDevitt

    GNU ownership, Software - an everywhere epidemic

    Not specifically 10 years, but: Wordpress, GIMP, Audacity, Pidgin, Notepad++, Blender, TrueCrypt, CMake just to name a few. Not mentioning the plethora of smaller programs in the linux sysadmin world. But feel free to change the meaning of 'successful' :p
  8. This is common practice around my circles. I rarely hear about code and assets being in the same repo. It reduces noise when searching through commits, and programmers may not care about a hundred megs of art content that isn't relevant to their task.
  9. If you must stick with the SVN+Dropbox route, I believe the benefit lies in the SVN server being in the Dropbox folder so that it is accessible to others. I believe your working copy stays elsewhere on your computer and you don't run into the "TimeFileX.cpp was just updated" spam or conflicts when two people edit a file. I would not personally use or recommend hosting a version control system on Dropbox. See also: this thread
  10. KMcDevitt

    Inventory management mechanics

    I like the approach taken in games like Diablo (and to a lesser extent Minecraft) Spatial limitations expressed with the UI. You might have 16x4 slots, and a sword might take up 1x3 slots but smaller stacks of items only taking up 1x1
  11. KMcDevitt

    Game Loop Design

    Extrapolation methods can be used, but testing shows there are far too many prediction errors because the world state itself is not deterministic (depending on the rules of your game). You can only approximate the state ahead of time in a multiplayer game, because we can't know if or when another user will stop pressing a movement button. This introduces prediction errors in the form of players jerking around and shots being missed. Players hate this. The best method to use (in my experience) is interpolation instead of extrapolation, and a look-behind method of lag compensation. I limited the lag compensation to ~150ms to avoid absurd behavior - I know my game will be unplayable beyond this latency anyway. This way, you can ensure consistent and enjoyable visuals without adding too much complexity to your state transitions. Again, I'm not an expert. This is from personal research and experience.
  12. KMcDevitt

    Game Loop Design

    In my case of a 3D networked game, the rendering interpolation is handled by the client logic, i.e. interpolating between two last known server states based on the current time / desired framerate. The renderer simply draws what the client logic produces, it does not have to explicitly worry about interpolation of any sort. This is not a definitive guide, it's just what I'm working with at the moment and somebody else could provide a much better alternative.
  13. KMcDevitt

    Are you the "From Scratch" type?

    Sure there are thousands of libraries, but if it's not a perfect fit, you're shoving it in, and you have the skills to write it better...why not write it better? It's not a matter of scale either. I simply cannot make the games I want to make with the existing game engines because they don't meet my requirements. I'm writing one myself I simply cannot drag-and-drop any lightweight and well-designed classes/libraries into my program because they don't match my requirements. I write them myself.   Of course, it's not as black-and-white as that, but that is my ideology. I'm using libpng, freetype, glm. My builds are handled by SCons. I'm running buildbot. These things alleviate a lot of lower-level work and don't impede my work.
  14. KMcDevitt

    Which language & gaming engine?

    Which game engine is the best? The one you're currently using. Until it isn't the best. Then you write your own. You can skip the first step and just write your own anyway.   Related:   Disclaimer: This is all very broad, and you need to define your goals: Are you writing a 2D game? What performance and feature requirements do you have? Who is your target audience? I wouldn't suggest using SomeAwesomeEngine if you're writing a text-based adventure game for your friends. I wouldn't suggest using SomeBasicEngine if it doesn't meet your requirements.
  15. Yep, that's how it's generally done. No idea why OBJ decided to be weird and use indices starting with 1 =[ EDIT: Well, you may want to actually modify face.num[0-2] incase you decide to use it later for whatever reason.
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