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About celestialVoid

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  1. celestialVoid

    Linux is a LIE

    The way I read it, the man's not trying to literally avoid knowledge, he's trying to filter information in order to get the job done efficiently without having to spend time on things he considers irrelevant. "New skills" and "knowledge" are hardly objective notions. So, he's actually doing critical thinking right there. I, too, would suggest going virtual if all else fails. As already pointed out, it won't work with CUDA, though (AFAIK). I wish I could provide any better tips.
  2. celestialVoid

    Video games are super cheap!

    I'm no economist, but I think "effort" often doesn't have a whole lot to do with price, so it's quite pointless discussing whether games require more of it than <insert random software type> - you need to see it against the background of target market etc. If games would sell for 1500$ a piece, nobody would be buying them, unlike Photoshop etc. Millions get pumped into movie production and yet you can go see one for a relatively small price. It's just the way the market operates. Of course I could be wrong, in which case I hope someone can provide more insight...
  3. celestialVoid

    What books should every programmer be reading?

    "Get Laid Now! How to Pick Up Women and Have Casual Sex" by Tab Tucker. I haven't read it yet, but I've heard a lot of good stuff about The Cognitive Dynamics of Computer Science. If you're looking for more hardcore tech stuff like algorithms and data structures, there are many good books. "The Art of Computer Programming" is supposed to be *the* book on the subject, but mind that this is not an easy read and probably not very good for a beginner. "Real-Time Rendering" if you're into graphics. [Edited by - Wingman on June 14, 2010 6:04:04 AM]
  4. celestialVoid

    Project Stress

    Well, you weren't very specific and different things work for different people, but here are the usual tips. Eat and sleep properly if you can - don't sit in front of a computer for 9 hours straight (I know this can be hard when you're dealing with a bug), try to eat more than 3 meals a day and not just junk food - it really makes a difference. Exercise, as already mentioned, *especially* if you're mentally exhausted. You don't need to go to gym, anything that clears your head will do, even something as simple as jumping rope for 15 minutes, running, going for a walk etc. I work out about every other day for about 80 minutes and feel completely refreshed after it. If you're having a hard time focusing and coming up with ideas, maybe just take a break for a week or two and do something unrelated for that period.
  5. celestialVoid

    'Art' games - Your thoughts?

    Quote:Original post by mikeman I have to ask: does it matter? And I have to say, I don't think it's how games should be like; personally I'd like my games to have rich gameplay, not try to pass me messages about life and everything. Leave that to higher arts like literature,music or films. It matters to some people. I don't think there should be any rules about how games "should be like" - different people like different things, it's only natural that games evolved over time so that they try to be other things than entertainment alone (whether they achieve that is up to discussion). Nobody is forcing anyone to play something he doesn't like. Personally, I'm happy to see more games that at least try to provide more mature content (not necessarily 'art'). The market is saturated with games aimed at teenage population, so I don't see how some developers trying to find new ways hurts anyone. The expressive power of games is much stronger than what we've seen so far - I see no reason why "literature, music or films" should be considered "higher arts". Sure, they are more developed right now, but in theory, these are all just different media using their own ways of conveying an experience. But I can understand why some people don't like games that try to be 'artsy' (besides people looking for different things in games). A lot of art games are either borderline experimental or simply not very well made in terms of incorporating game mechanics with their story (i.e. gameplay is a filler used to advance through the game, not an integral part of the whole experience). Also, most of them are not really 'deep' - quite the opposite, compared to e.g. some literature - I guess that's why so many people call them pretentious. But that doesn't say anything about the concept of art games, it just says art games we have now are far from reaching their potential. I hope this makes sense.
  6. celestialVoid

    Are video games more than just pornography?

    mdkess: I can totally understand what you're talking about. I've had the same feelings about majority of games for a long time, and were asking myself pretty much the same questions. What is important here is to realize that this is not just a question of how games are labeled - "art" is a highly subjective term and to debate what art is is out scope of this thread and quite irrelevant in the end. In my opinion, large majority of games today are shallow, immature and even plain stupid content-wise. There's a lot of flash and style (advanced graphics, polished presentation etc.), but very little substance. There is no lack of: - simple, trivial dialogue; - one dimensional, unrealistic game characters (good vs. evil stereotypes) - trivialization of violence (I admit that this is a complex topic and that it could be asked if it is even possible for violence NOT to be trivialized in media); - oversimplified topics that are complex in reality ("here are the good US Troops, and there are those inherently bad Germans, kill kill kill!" - see Call of Duty). How many AAA games where history was portrayed in at least somehow realistic manner can you count (I don't mean realistic in the sense of 'realistic action', but rather realistic in the way that it's not black&white), or how many games that made you think the way some pieces of literature or film can make you think? I can think of many games that can be compared to (this won't be a very good example, but still) random Chuck Norris flick, or maybe to Rambo etc. - but I can't think of any on the level of Apocalypse Now, Full Metal Jacket etc. And it's irrelevant whether or not you like these movies or find them pretentious art crap, it's the complexity of their approach that is important here, not the labels they are given (even if one thinks there is nothing complex in that approach - with games it almost never comes even to the point where this kind of complexity would be discussed), and I just don't see this approach in many games. But that's just current state, and it in no way means games have no potential for anything else. Lots of people say "but games are supposed to be fun, who the hell even cares about all that!", and I disagree. I find this whole "games are supposed to be entertainment only" logic flawed. I think that games can be whatever we (developers and players) want them to be in terms of experience. There is definitely a lot of potential for that and given the advantages of games (as a medium) a lot of interesting things could be done. Yet to me it seems the industry could care less about that - which is quite understandable, because most games (AAA games in particular) are made to make money, and their target audience is mostly adolescent boys (I know that a lot of players are older, but that's not the point). If there could be a market for more "serious", adult games (no, not THAT games! ;)) is a matter of another debate, but at least speaking for myself I would really appreciate more games like that (even the indie scene doesn't help much in that department). And I hope there is no misunderstanding here - I'm not saying ALL games should be like that; there is nothing wrong with entertainment alone, these games can be fun and great to play; it's the oversaturation of market with that games, and the lack of mature games that bother me (and some other people it would seem). Quote:Original post by mdkess I haven't seen a game that can match a good movie or novel or painting in terms of impact. I haven't seen many either, but I suggest you try looking at games that are not very well known. I haven't played any of these (except Fahrenheit), but according to some other people, here are a few titles that you might consider giving a try: - Xenosaga - Syberia - Planescape Torment - Gabriel Knight: Sins of the Fathers - Fahrenheit (Indigo Prophecy in NA) - Ico Quote:Original post by mdkess As video game developers or designers, how and where do you find meaning in your work? I'm just a hobby developer so that probably doesn't help, but right now I am working (as much as time allows me) on a game with emphasis on story and characters. I don't want to give away anything else (besides it's far far from finished), but at least I believe that games can be "more than just pornography". You can do a lot of interesting things in games if you use some imagination. There are limitations of the medium (some things are very hard to depict the way you want), but there are also advantages (interactivity being an obvious one). When it comes to working in games industry full time, though, I have no idea what to do (I'm still in college and haven't quite figured that out). [Edited by - Wingman on February 1, 2009 8:32:35 AM]
  7. celestialVoid

    Directshow/OpenCV with OpenGL

    You may consider using escapi library. Essentially, it lets you use captured webcam data as texture data. This way you can use polygons to display webcam capture and easily draw whatever you want on top of them. Things to note: 1. You must create the texture which displays webcam capture with glTexImage2D; you can't create mipmaps. glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)capture.mTargetBuf); 2. "deinitCapture(device)" should be called before terminating application, otherwise nothing will show up next time you run your app.
  8. celestialVoid

    Need some help with Milkshape 3D ascii format

    Like Never said, download the SDK and you'll find all the info (along with source code) there. To save you some time, here's the ascii spec: // MilkShape 3D ASCII File Format Specification: 1 box, 1 material, a simple animation // total frames Frames: 30 // current frame Frame: 1 // number of meshes Meshes: 1 // mesh: name, flags, material index "Box01" 0 0 // number of vertices 20 // vertex: flags, x, y, z, u, v, bone index 0 -10.375000 10.500000 13.750000 0.000000 0.000000 -1 0 -10.375000 -10.250000 13.750000 0.000000 1.000000 -1 0 10.375000 10.500000 13.750000 1.000000 0.000000 -1 0 10.375000 -10.250000 13.750000 1.000000 1.000000 -1 0 10.375000 10.500000 13.750000 0.000000 0.000000 -1 0 10.375000 -10.250000 13.750000 0.000000 1.000000 -1 0 10.375000 10.500000 -4.500000 1.000000 0.000000 -1 0 10.375000 -10.250000 -4.500000 1.000000 1.000000 -1 0 10.375000 10.500000 -4.500000 0.000000 0.000000 -1 0 10.375000 -10.250000 -4.500000 0.000000 1.000000 -1 0 -10.375000 10.500000 -4.500000 1.000000 0.000000 -1 0 -10.375000 -10.250000 -4.500000 1.000000 1.000000 -1 0 -10.375000 10.500000 -4.500000 0.000000 0.000000 -1 0 -10.375000 -10.250000 -4.500000 0.000000 1.000000 -1 0 -10.375000 10.500000 13.750000 1.000000 0.000000 -1 0 -10.375000 -10.250000 13.750000 1.000000 1.000000 -1 0 -10.375000 10.500000 13.750000 0.000000 1.000000 -1 0 10.375000 10.500000 13.750000 1.000000 1.000000 -1 0 -10.375000 -10.250000 13.750000 0.000000 0.000000 -1 0 10.375000 -10.250000 13.750000 1.000000 0.000000 -1 // number of normals 6 // normal: x, y, z 0.000000 0.000000 1.000000 1.000000 0.000000 0.000000 0.000000 0.000000 -1.000000 -1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 -1.000000 0.000000 // number of triangles 12 // triangle: flags, vertex index1, vertex index2, vertex index3, normal index1, normal index 2, normal index 3, smoothing group 0 0 1 2 0 0 0 1 0 1 3 2 0 0 0 1 0 4 5 6 1 1 1 2 0 5 7 6 1 1 1 2 0 8 9 10 2 2 2 1 0 9 11 10 2 2 2 1 0 12 13 14 3 3 3 2 0 13 15 14 3 3 3 2 0 12 16 6 4 4 4 3 0 16 17 6 4 4 4 3 0 18 13 19 5 5 5 3 0 13 7 19 5 5 5 3 // number of materials Materials: 1 // material: name "Material01" // ambient 0.200000 0.200000 0.200000 0.800000 // diffuse 0.000000 0.501961 0.752941 0.800000 // specular 0.752941 0.752941 0.752941 0.800000 // emissive 0.000000 0.000000 0.000000 0.800000 // shininess 63.000000 // transparency 0.800000 // color map "D:\Eigene Dateien\Image2.tga" // alphamap "D:\Eigene Dateien\Image1.tga" // number of joints Bones: 3 // name "joint1" // parent name "" // joint: flags, posx, posy, posz, rotx, roty, rotz 0 0.250000 0.000000 0.000000 0.224024 1.570796 0.000000 // number of position keys 2 // position key: time, posx, posy, posz 1.000000 0.000000 0.000000 0.000000 30.000000 0.000000 0.000000 0.000000 // number of rotation keys 2 // rotation key: time, rotx, roty, rotz 1.000000 0.000000 0.000000 0.000000 30.000000 0.000000 0.000000 0.000000 "joint2" "joint1" 5 0.000000 0.000000 20.256172 -1.015218 0.000362 3.141593 3 1.000000 0.000000 0.000000 0.000000 15.000000 0.000000 0.000000 0.000000 30.000000 0.000000 0.000000 0.000000 3 1.000000 0.000000 0.000000 0.000000 15.000000 2.286381 -0.000548 -0.000365 30.000000 0.000000 0.000000 0.000000 "joint3" "joint2" 4 0.000000 0.000000 16.128391 0.000000 0.000000 0.000000 2 1.000000 0.000000 0.000000 0.000000 30.000000 0.000000 0.000000 0.000000 2 1.000000 0.000000 0.000000 0.000000 30.000000 0.000000 0.000000 0.000000 // you can build the joint matrix: // - rotate an identity matrix by the rotation values of the joint // - set the translation of the matrix to the position values. // the same for key matrices // the key matrices animate the reference matrices, so you have to multiply them, // to get the final local joint matrix. The get the final global joint matrix, // you have to multiply them by their parents. Indeed it's a very clean format to work with. Since you only need static models, it's even simpler than it looks because a lot of the data is redundant. I remember I got static models to work with VBOs extremely fast once. [Edited by - Wingman on September 14, 2007 9:15:16 AM]
  9. celestialVoid

    Royalty free audio libraries?

    audiere (tutorial included with download) Edit: sample code: #include <audiere.h> using namespace audiere; AudioDevicePtr device; device = OpenDevice(); if (!device) ... error ... OutputStreamPtr *sound1; sound1 = OpenSound (device, "some_sound.ogg", false); // false = don't stream if (!sound1) ... error ... sound1->setRepeat(true); sound1->play(); [Edited by - Wingman on August 8, 2007 1:34:13 PM]
  10. celestialVoid

    Any reason to use TGA instead of PNG?

    Photoshop can be a bit tricky (as swiftcoder mentioned), but you can get it to work - at least it works for me, though I must admit I've never used alpha for anything else than transaprency. Just be sure that when you save your png, you *deselect* "[Save] As a copy". A quick example: you want an image with no background (alpha=0) and with some parts that have alpha somewhere in the middle (e.g. alpha=0.5 - partial transparency). You can get transparent background by either drawing on transparent background (obviously :)) or by creating a layer from your image (Layer -> New Layer From Background), then selecting the area you want to be transparent (e.g. the white background) and deleting it. As for the partially transparent areas, you draw with a brush with alpha less then 100%; or, if you're editing an existing image (say you want to make transparent grass), you select parts of the image you want to be transparent) - then you create a new layer out of this selection, and use Blending Options -> Opacity property. When you're done you save your image as described above (png, "As a copy" deselected) and that's it. I hope this explanation is clear enough - I got it working using OpenGL/Corona, so If anybody needs help just ask ... Of course, making this image actually appear transparent in an end-app (i.e. using OpenGL or Direct3D) is up to a programmer - if the image is used as a texture, its format needs to be RGBA, not RGB; next you need alpha testing enabled and of course sorting (drawing transparent geometry after nontransparent). At least that's how you do it in OpenGL, but I believe D3D is not much different. Quote:ViperG with corona i noticed it comes with a dll, is it required? I haven't taken a look into source code, but I guess you can make it work without dll (throwing all the code in source files). Not sure, though - nor do I know what the license says about that. --- And yes - png is lossless.
  11. celestialVoid

    Any reason to use TGA instead of PNG?

    I just want to point out corona image library to those who'd like to use png, but are afraid of writing their own loader. Using corona is trivial (sample code): ... Image *Img1; Img1 = OpenImage ("image1.png"); // That's all gluBuild2DMipmaps (GL_TEXTURE_2D, GL_RGB, Img1->getWidth(), Img1->getHeight(), GL_RGB, GL_UNSIGNED_BYTE, Img1->getPixels()); // Create texture ... However, note that Photoshop-saved pngs may be problematic (incorrectly displayed images - I've yet to figure out why); personally, I save images with Irfan View(free).
  12. celestialVoid

    Sound Library with OpenGL?

    Audiere. Portable and easy to use.
  13. celestialVoid

    Here is a great game idea

    As iNsAn1tY said, ZootFly were developing a Ghostbusters game, but ran into licensing issues. There are still some videos around though, like this and this one.
  14. celestialVoid

    OGL: VERY annoying texture problem

    Quote:Original post by Xetick Wingman: Yes I'm very well aware of this however I'm sure I remember a problem I had where the texture coords wheren't normalized. But as stated before I don't remember what the problem was and after doing some searching I can't seem to find it. I think it had to do with the format the textures where stored in. As in this case the RGB format. Oh, must have misunderstood you then, sorry. smitty1276, do you have any code backups? You could check older code without this problem, it would be easier to find the problematic part added later on. (Then again, you've probably considered this option already.) Maybe check for active texture units and make sure which one you're using.
  15. celestialVoid

    OGL: VERY annoying texture problem

    Ok, I see. for (int i = 0; i < 512; i++) for (int j = 0; j < 512; j++) { int index = (i * 512 + j) * 3; dat[index + 0] = 0; dat[index + 1] = 0; dat[index + 2] = i / 2; } Hm, what is this supposed to do? I'm not sure, but if it's meant to be BGR to RGB conversion, it should look something like: unsigned char tempRGB; unsigned int counter; for (counter = 0; counter < texture_size; counter += 3) { tempRGB = dat [counter]; dat [counter] = dat [counter + 2]; dat [counter + 2] = tempRGB; } Sorry if that doesn't do it though, it's quite hard to say what exactly is causing your problem.
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