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codelyoko373

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About codelyoko373

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  1. Thank you very much for the detailed description I only just remembered actually that it was a PS2 game so a video like I originally thought wouldn't of been ideal Also you could make a Unity example if you really wanted too, I'd be very grateful. I'm not doing this in Unity (Currently using Monogame) though I have used Unity before so I could understand what's going on.
  2. I was wondering if anyone by chance had a clue of how they pulled off this main menu transition in Kingdom Hearts 2? I'm trying to recreate a similar thing and my original idea was to do it all through programming though I'm thinking that it's unlikely it's done just through programming. It seems like there would be way too many lines of code to get it like this
  3. One of the things I really want to get into and actually do if I become a Games Programmer in Industry is AI though truthfully I'm not really sure where to start. How exactly should I go about learning? and What should I learn first? are questions that I've always wondered. The most I've really looked into about AI is Finite State Machines though I'm sure there is MUCH more to AI then just that so I was wondering if you guys would possibly give me some advice on where to start, I'd very much appreciate it
  4. codelyoko373

    FreeGLUT - Making Planets Orbit

    Well it was just that it affected the position of the planets too much, to the point where they just flew off. Though that maybe of been because the sun was also having a velocity applied to it. This the planets orbit isn't affected by their position so I can't really apply a velocity to the planets position and have them orbit at their own speed.
  5. codelyoko373

    FreeGLUT - Making Planets Orbit

    Alright, I think I've got an idea of what I'm doing XD, more then I did though I've still not got it working. Should I be applying this custom orbit rotation with a matrix like this? glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); Or applying a velocity to the position like the other poster mentioned. I did try it but it didn't work well.
  6. codelyoko373

    FreeGLUT - Making Planets Orbit

    So I be applying a velocity to the position of the planets and updating it each frame by a Orbit Speed? I'm guessing you mean altering the position of the object used here?: glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z);
  7. codelyoko373

    FreeGLUT - Making Planets Orbit

    But how exactly do I go about applying that orbit speed?
  8. codelyoko373

    FreeGLUT - Making Planets Orbit

    That makes sense . So What I've done is created, basically a blank object with it's own scene graph and attached all the planets to it, and then attached it to the Sun. What I'm not sure how to do now though is have the planets affected by the orbit speed since currently the render function still looks like this: glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); if (mesh != nullptr) { glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); } if (sceneGraph != nullptr) { sceneGraph->Render(sceneGraph->GetChildren()->GetHeadNode()); } glPopMatrix(); Which is applied to every object including the sun and the empty object I just made. So would I need to have some if statement to check what entity is currently rendering and then change the rotation matrix accordingly or?
  9. codelyoko373

    FreeGLUT - Making Planets Orbit

    So I've implemented your code and so far it seems to work fine though how exactly could I get it so the planets orbit at their own speeds since currently they orbit based on the rotation of the sun instead of their own orbit speeds.
  10. codelyoko373

    FreeGLUT - Making Planets Orbit

    Thanks a lot, I've not tested it yet (currently am) though does this mean that each "entity" should have a Scene Graph of it's own? Since currently I've just got one main Scene graph and added all the planets to it with the sun being the parent. But having it that way, I have no way to loop over the children within the parent like you've shown, I can only loop over them one by one
  11. I wasn't sure if this would be the right place for a topic like this so sorry if it isn't. I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds. I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run. if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.
  12. codelyoko373

    Wanting to create my own Game Engine

    Look at what everyone has wrote, SFML seems like the best choice and is apparently similar to LWJGL though I'm just not sure what I should use XD. SFML seems to have far more tutorials for it though I'd love to follow along with ThinMatrix's tutorials which uses LWJGL which seems to use GLFW 
  13. codelyoko373

    Wanting to create my own Game Engine

    Well that's exactly what I want to do, work on a game while working on the engine. I'm quite interested in GLFW so I'll use that though for features such as audio and stuff, what other libraries would I need? I know LWJGL uses something called OpenAL for Audio
  14. codelyoko373

    Wanting to create my own Game Engine

    Well I've made games before within the Unity and Unreal Engine, I just wanted to learn how to make a game engine as it's something new.
  15. I've started to learn how to create my own game engine and truthfully, so far I haven't got far. I was watching some videos on creating a game engine in Java using LWJGL but I decided to switch to C++ instead and I'm a little stuck. Of course using C++ means I can't use LWJGL so I'm a little confused on what exactly I should use, I've heard about GLFW and SFML and seen some tutorials on both of them but I'm not sure which one I should be learning? I was originally going with GLFW as I noticed it uses the same functions as LWJGL but I've heard a lot of good things about SFML and how it also includes features for Sound, Networking, Fonts and some more. I am actually wanting to create a game with my game engine while I work on it so I was wondering if someone could recommend what I should use?  SFML seems to have far more tutorials online and people seem to be using it more then GLFW
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