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  1. Shouldn't be too difficult. In addition to the billboarding that has been mentioned, you could use a materials mainTextureOffset to step through a sprite sheet. The following is very a quick an example I found on youtube demonstrating this. [url="http://www.youtube.com/watch?v=igxi8d2f5bc"]http://www.youtube.com/watch?v=igxi8d2f5bc[/url] You could build a sprite sheet with multiple rows of animations such as: idle, walking, jumping, falling, dying, etc. On another note, I happened to run across [url="http://www.thecareergamer.com/braaaains-zombieville-usa-tech-review/"]this[/url] interesting article some time back, a tech review of MikaMobile's Zombieville USA. I thought it was kind of neat how they used Coral Paint to create the images, then used Maya for the animation of textured planes.
  2. When I was taking a course on basic 3d modelling and animation using Maya, my instructor recommended [url="http://www.creativecrash.com/maya/tutorials"]this site[/url]. Another option you could explore is finding free 3d models/game assets to use, or even spend a little money on assets. Purchasing assets can be cheaper in terms of money as well as time, and can alleviate some of the headache involved with learning the tools necessary to create your own art in addition to learning Unreal Engine, on top of actually writing your game. Good luck!
  3. As David mentioned, learning Java would be the way to go for Android development. But since you stated that you had looked for click and drag designers, this could be worth a look as well. [url="http://www.appinventor.mit.edu"]MIT App Inventor[/url] was I believe a Google Labs(defunct) project, it is now being maintained by MIT.
  4. Nice find!! Hooray for learning opportunities!!! I think I'll be taking a look at the Introduction to Databases course myself.
  5. Noticing that you're interested in flash, I recall a fairly recent featured article about the use of Adobe AIR for mobile application development. I'd say it's worth a look anyways. [url="http://www.gamedev.net/page/reference/index.html/_/reference/programming/game-programming/300/developing-a-mobile-application-with-flash-r2797"]Developing a Mobile Application with Flash[/url], by John Hattan.
  6. Some states have a website that contain information about online and distance education programs that are offered by their schools. Here is California's virtual campus page. [url="http://www.cvc.edu"]http://www.cvc.edu[/url]
  7. As stated already the % operator or modulus operator calculates and returns the remainder of the division. So for example: if 1/2 = 0 with a remainder of 1 then 1%2 = 1 if 2/2 = 1 with a remainder of 0, then 2%2 = 0 if 3/2 = 1 with a remainder of 1, then 3%2 = 1 if 4/2 = 2 with a remainder of 0, then 4%2 = 0 if 5/2 = 2 with a remainder of 1, then 5%2 = 1 Notice the alternating pattern of 1s, and 0s in this case when we divide by a value of 2. You can use this method to obtain numbers that are even or odd. This loop would display the values that are even and odd from 1 though 10. for( int i = 1; i <=10; ++i ) { if( i%2 ) cout i << " is an odd number." << endl; else cout i << " is an even number." << endl; }
  8. Here are a couple of youtube videos that show how the bombs that are being dropped are indeed moving in the same direction of the aircraft that dropped them. Cluster Bombs http://www.youtube.com/watch?v=bYXdk-qTl5U&NR=1 Dambuster Raid http://www.youtube.com/watch?v=o3ohMEZ-d3I
  9. I agree with Stowelly, I would definitly try and learn the language first, then move onto the DirectX. However, a good place to start learning some of the DirectX particulars, would be the documentation that goes with it. For example here is a link to an MSDN page regarding the IDirect3D9 interface. http://msdn.microsoft.com/en-us/library/bb174300(VS.85).aspx note the remarks section states: "The IDirect3D9 interface is obtained by calling the Direct3DCreate9 function. The LPDIRECT3D9 and PDIRECT3D9 types are defined as pointers to the IDirect3D9 interface. "
  10. Yes! Your code will go into an infinite loop now. When you press the mouse button and set fire = true. The while loops condition will continue to loop, until the it's condition is false, or it encounters a break. I would probably not use a while loop in this situation. Here's why, GLUT should automatically call your drawscene function when needed to update the screen, this is why all of your rendering code goes here. So, in essence, you really already have a sort of a "loop". If you however use an if(fire == true), it gives your program the chance to update other items, for example, if you release the mouse button mouse() should be called again, because you're not in that infinite while loop. So you could now set fire = false, when the mouse button is released. Let's get your loops to work correctly then we'll get to the drawing
  11. If there is more to the fire function I would like to see it. If not, then we really need to work this through. It looks like what you are trying to achieve is that when the user presses the mouse button, your code executes the fire function, so you're trying to say when fire() is true execute the proper code in your drawscene() function to make things appear on the screen. Am I close? If this is the case let's take a look at what is really happening in this code. The user presses the left mouse button, then you display some text on the screen, and call the fire function. fire() executes and does exactly what you tell it to do. return (GL_POINTS); or return 0; That's all your fire function does, now you're back in the mouse function right after the call to fire(). Follow? The problem is that your fire function accomplishes nothing except return 0. So, let's continue on to the drawscene function. When GLUT get around to exectuting this code to render stuff to the screen, you again call fire(). in the form of the following example: while( fire() ) { ... do stuff ... } Ah, remember fire returns a value of GL_POINTS = 0 = FALSE! So what your program is really trying to do is this: While(0) { ... do stuff ... } Right! So all of that stuff you wanted to do when you execute while(fire()) gets skipped because the condition of the while loop is FALSE. Does this make sense?
  12. Is the code you posted an exact copy/paste of the code you have written? If it is, I can recognize some potential problems. First one being is your fire function. fire instantly returns the value of GL_POINTS. I think that is defined as zero? I haven't messed with OpenGL in some time.
  13. You could try blender. www.blender.org
  14. Quote:Original post by ukdeveloper The Maze Game LOL...I'll be changing my underpants now, thanks.
  15. I found it. There is a Inv check box that if checked before performing the sine function yields the correct results. Thank you for the help.