• Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

138 Neutral

About theNestruo

  • Rank
  1. Post your screenshots!

    I'm currently finishing to work in a simple engine multi-purpose (final career work). Focused in puzzle games or games that doesn't fit in the FPS/RPG/RTS/landscape engines. The tetris-clone example included: I hope to pass the evaluation next tuesday... then I'll use my spare time coding (or trying to) some games using the engine (that's what I wrote it for!)
  2. The Spanish DVD version of Eraserhead has only the English soundtrack... maybe this movie was never translated to Spanish (it has Spanish subtitles). And about the different regions... how they work *exactly*? I have two Zone 1 DVDs (an Eric Clapton DVD and a documentary about Nostradamus) and none of them showed any problem in the readers I've tested them on (my AKAI home-cinema, a SONY DVD-player, both LG DVD reader and writer in my computer, and some others players I can't remember right now).
  3. Quote:Original post by LessBread Quote:Original post by theNestruo If you like David Lynch, take a look at the Spanish movie "The Machinist". Are you certain that's a Spanish movie? All the actors appeared to be American and British. The producer is Spanish, so the movie is Spanish (another example; the Name of the Rose had French director and American and British actors... but the movie is mainly German, and has also French and Italian production). Paradogically, it seems to be shorter here (Spain, 90min) than in USA (102min). There are some things I'll never understand from the film industry. Also, Aitana Sánchez Gijón is Spanish. There is another Spanish actor, but plays a little role (or, at least, I didn't recognice him when I watched the movie). Quote:Original post by LessBread I would rather see Solyaris, the Tarkovsky film from 1972 than the George Clooney film from 2002. The 1972 film is quite trippy. I would rather see it, but there are some films that are really, REALLY, hard to find around here. Quote:Original post by LessBread If you like Eraserhead, check out Tetsuo. Thanks! I'll try to find it, but I guess it's going to be a hard task...
  4. Quote:Original post by LessBread Afaik, Eraserhead is not yet available on DVD. Yes, it is! :) A friend of mine has it and I've saw it (here is Region 2, in case it matters). Weird, weird, weird film. If you like David Lynch, take a look at the Spanish movie The Machinist. I saw it a few weeks ago and you may like it. Some other similar films could be "Solaris", "Memento", "Irreversible" and "Donnie Darko". Have fun!
  5. Snow!

    The firsts snows came here (west of Spain) two or three days ago... so I went taking some photos (I hope you like the one I'm posting). That's about at 5 kilometers from my house. Curiously, 1 kilometer before there wasn't any snow near; just think that when I showed the photo to some friends, they didn't believe that was taken before yesterday, but not the last winter!
  6. I can't see anything wrong in the code you pasted... Anyway, you can use the GetLastError() and FormatMessage() functions to know why it is failing. LPVOID lpMsgBuf; FormatMessage( FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM, NULL, GetLastError(), MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language (LPTSTR) &lpMsgBuf, 0, NULL ); // Display the string. MessageBox( NULL, lpMsgBuf, "GetLastError", MB_OK|MB_ICONINFORMATION ); // Free the buffer. LocalFree( lpMsgBuf );
  7. If you're calling DestroyWindow() after the main message-processing loop (the one with the GetMessage or PeekMessage), then you're calling it AFTER the window is already destroyed! Normally, the main loop finishs when the WM_QUIT message is received. A WM_QUIT message is posted by the function PostQuitMessage(), that "is typically used in response to a WM_DESTROY message" (according the MSDN). Finally, DestroyWindow() is the default procedure in response to a WM_CLOSE message (if the user confirms the exit). With that all in mind, I think there is no need to call DestroyWindow() after the main loop. Although, you probably have a hDC=GetDC(hWnd); somewhere before the main loop (at least, I have that line)... and if you try to call ReleaseDC(hWnd,hDC); it will fail. I have that problem and I'm still looking for a good solution; because moving the OpenGL initialization/termination inside the WndProc seemed to not work for me (that was some time ago and I can't remember the details, I'll try to do it again soon). If you find a good solution to this problem, please let me know.
  8. Books you'd want adapted to film?

    Discworld, by Terry Pratchet.
  9. Strictly C OpenGL

    Hi! I started with the next two tutorials (unfortunately, there are the only ones in the "serie"): http://www.nullterminator.net/opengl32.html http://www.nullterminator.net/gltexture.html Both are C code (except for the // comments ;) ).
  10. Closest guy to a point

    lenght(vector)=sqrt (x^2 + y^2 + z^2); In this case, as you are not going to use that lenght for anything that compare them, you can choose not to compute the sqrt. Also, the play zone is planar, isn't it? Then you don't need to use the Y coordinate, as long as it's going to be similar for each character. Your "distance" function would look like dist: distance=(ball.x - player.x) ^ 2 + (ball.z - player.z) ^ 2;
  11. Vertex Array Indices.

    Take a look at the two diagrams in the top of the pages 17 and 18 of the OpenGL Specification (the downloadable .pdf). They are very clear about the order of the vertices when specified directly or via the arrays. The .pdf can be downloaded from here: http://www.opengl.org/documentation/opengl_current_version.html
  12. Hi. My OpenGL application is randomly stopping rendering (black image), and continues after moving/resizing the window, by example. It's not WM_PAINT related, because I've set the window background color to white and OpenGL clear color to black, and the application shows a black window when the bug happens. Here is some source code: for (;;) { if (aplicacionActiva) { if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message==WM_QUIT) { exitCode=(int) msg.wParam; break; } TranslateMessage (&msg); DispatchMessage (&msg); } else { Scene_Render (); SwapBuffers (hDC); App_MainLoop (); } } else { if (GetMessage (&msg, NULL, 0, 0)==0) { exitCode=(int) msg.wParam; break; } TranslateMessage (&msg); DispatchMessage (&msg); } } And the relevant functions: void Scene_Render (void) { struct stModelContainer *it; glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Camera_ApplyTransform(); for (it=modelList; it!=NULL; it=it->next) Model3D_RenderAllInstances (it->model); } void Camera_ApplyTransform (void) { if (!camera) return; glCallList (camera->transformDisplayList); } void Model3D_RenderAllInstances (Model3D model) { Instance3D i; glCallList (model->material); for (i=model->instances->next; !i->controlNode; i=i->next) { glPushMatrix (); glTranslatef (i->position[0], i->position[1], i->position[2]); glRotatef (i->rotations[0], 1.0f, 0.0f, 0.0f); glRotatef (i->rotations[1], 0.0f, 1.0f, 0.0f); glRotatef (i->rotations[2], 0.0f, 0.0f, 1.0f); glCallList (model->frameBase + i->currentFrame); glPopMatrix (); } } int App_MainLoop (void) { int x,z; unsigned int y; x=rand() % MAX_ANCHO; z=rand() % MAX_LARGO; y=altura[x][z]; if (y<MAX_ALTO) { Instance3D i=Model3D_Instantiate (model[rand() % 3]); Instance3D_SetPosition (i, (float) (2*x-MAX_ANCHO), (float) y, (float) (2*z-MAX_LARGO)); Instance3D_SetRotations (i, 0.0f, 0.0f, 0.0f); Instance3D_SetCurrentFrame (i, 0); altura[x][z]++; } return 1; } Notes: - camera->transformDisplayList is compiled just once at the beginning of the application, and it's not modified when moving or resizing the window (so the problem is not there). - App_MainLoop just create a new instace of a random model (there are 3 moedls loaded: they're cubes) and places it in the scene filling a block (like 3D tetris, but with only-one-block pieces). Any ideas why it's that happening?
  13. elusive music genre

    Check also Lacrimosa ( http://www.lacrimosa.de/ )
  14. Give Me Ideas Please

    A lot of ideas were posted in this thread some days (weeks?) ago. I'm sure you can grab some of them! ;) I will quote myself: Quote:Original post by theNestruo in the other thread - A mixture of sokoban with chess. The chess pieces can be the bad guys or can help you (or maybe both, using both black and white pieces). The needn't to be chess pieces at all, but different entities with different behaviours. I always get this idea when playing "Adventures of Lolo" or similar games. - Snake... with pipes (once you enter, you have to go all the way out), with underground (moles, rabbits, hidden rocks, pipes that won't let you pass...), with trees (trees that you can climb)... - Rotation tetris (the gravity goes down, then right, then up, then left, then down again) or any similar variation. - The miner game. Think of Dig-dug, but you can only see around you, and where you have posted torchs (can be funny to see just "cartoon eyes" when the enemies goes into the dark). Doesn't need to be a mine, it can also be the interior of a Pyramid, or something similar. You need to reach the treasure, the key, the door... You can include flood (water level is going up), so some parts of the screen will be unaccessible soon. - Arcade bridge building game. A plataformer (Mario style, by example), where there's a train that goes slower than you, but in the same direction. Apart of the classical problems of that kind of games (maily the enemies), you have to find bridge parts and put them in the holes to avoid the train crashing. The game can also include tunnels (tunnels YOU have to dig, of course), detours, classic western way of attacking trains (i.e.: woods in the middle of the way), etc... Of course, all of those ideas need to be elaborated (a lot). I was trying to be generic enough to let you add or remove features to fit your requierements.
  15. Why WASD?

    Quote:Original post by Raloth Why not YGHJ? In my keyboard, G is separated from YHJ. It's an ergonomic keyboard. :) And for the other posters: WASD and/or ESDF are not SO bad. I have worse examples: - Rick Dangerous was controlled by OZKX (OK up-down, ZX left-right). - Many 80's Spanish games usually were controlled by QOAP (OP left-right, QA up-down)!!! THAT's weird! :)
  • Advertisement