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About kenBlade

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  1. haven't completed solved my problem above, but wanted to share a short demo video. next step will be to implement locomotion and ball striking.
  2. Quick dev update: Our team has grown substantially, but we are still looking for community members, as well as developers, and artists looking for project experience. Previews below: Animations Playable demo and physics update coming soon! Discord: kenBlade#2331
  3. Brief update to summarize our progress so far: We started a tennis game discord server. Please DM us if you would like an invitation. We have started porting and testing this code from c++ to c#. Playable demos here -- no advanced physics yet, but if you would like to try our latest version, please DM Also looking for feedback to improve our game. PC/Mac : https://drive.google.com/drive/folders/1qqMpSuI8ROSrAKtcE9FwovPCHzzZE5Cn?usp=sharing
  4. Yes I am making a tennis game. Had the prototypes with simple physics in an earlier link I sent. Also some videos of our WIP. Assume you might've missed those. Any help converting to c# would be much much appreciated down the line. Btw, I'm using Unity engine so it takes care of animations and other things like drag, gravity, and friction / physics materials. But can be replaced with your custom solution if those parts of your code prove to be more realistic. And yes, Unity's mouse pick function should be relatively simple to implement...I just need to research it a bit. Will check out your latest build later
  5. works brilliantly. I'll work on porting this to C# and working on the mouse pick feature. How do you plan on implementing keyboard controls, btw? Hoping we can make a finished project collaboratively, if you're keen.
  6. I changed my settings in configuration manager from x64 to 32 and it worked. Not sure if that means I installed freeglut32 instead of 64 (website http://freeglut.sourceforge.net/ doesn't specify... i just used v.3.0). However, the test scene only had a tennis court and camera system per your screenshot, but I wasn't able to launch any balls or see any collisions or flight paths. I assume this is still WIP? Here's the settings I changed in VS2017: 64-bit configuration - 64-bit Windows only 64-bit Windows will compile and run a 32-bit project, but if you want to try to do 64-bit OpenGL projects, you only have to do a little extra work: Go to Project->Properties Click on Configuration Properties Click Configuration Manager Select New... from Active solution platform: Select the new platform x64, and copy settings from Win32 Ps: Do I have to install GLEW as well? I did even though I have no idea what that is. I'm assuming no
  7. still an error: This is after opening your .sln file, then main.cpp file and clicking the Debug/compile button (is this the same thing?) in Visual Studio 2017. Did the includes in solution explorer -> properties -> c/c++, and linker. included the include folder, the lib folder, and the freeglut.lib file according to this tutorial ( I'm using freeglut btw.
  8. kenBlade

    Dev Looking for a Team

    @Nathan just messaged your twitter. please reach me here or via bird (Twitter) if you got it! more info on our game:
  9. Our team is up to seven members now, but we are always looking for more collabs. Playable demos: https://drive.google.com/open?id=1qqMpSuI8ROSrAKtcE9FwovPCHzzZE5Cn Video updates here: https://www.youtube.com/channel/UCmbPnMX98gxKaTZNGrx-2cw/playlists?view_as=subscriber Discord: kenBlade#2331
  10. I'm very new to C++, OpenGL and Glut/freeGlut, but I followed a tutorial to set up the project and run your code, and here are the errors I got when I attempted to run the project in Visual Studio 2017: Not sure if it's easily resolved or not. But would be nice to test out your scene.
  11. Wow this looks awesome! Thanks for the tips everyone, and for the code Taby. To pitch in what little I can, here's a link to my Unity project with full source code, and another link to scripts only. The C# scripts are the .cs files. I will only keep this link up for a week. Perhaps Taby, could you please add my TennisBallPhysics.cs to a folder in your repo? It should save you some time, but since it is a bit buggy atm (ball spins barely affect a life sized ball, but scaling the throwball prefab to.25 X/Y/Z scale yields good results) and it's all C#, not C++, no worries if you decide not to use it. Full project link - https://drive.google.com/file/d/1FtvFsMVpZDUEYsUECUEgH-Hoe3-Mialb/view?usp=sharing Scripts only - https://drive.google.com/open?id=1H0enf_CAiiQ6oalJUnARsPE7VVE1JpQG WIP video tutorials - https://www.youtube.com/watch?v=gXmA37uDTUE&list=PLqXAcOsVnsHtyRhTjHveqCe0cjq9lPCRv&index=4 https://www.youtube.com/watch?v=dVBn1gRy3co&list=PLqXAcOsVnsHtyRhTjHveqCe0cjq9lPCRv&index=5 Related project based on Python I found on GitHub: https://github.com/laispc/MagnusEffect/blob/master/README.md
  12. yes, same w/ all ball sports. Hence it's so difficult so simulate in a convincing way, yet still be predictable enough for gameplay..
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