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About Thorgrim

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  1. Thorgrim

    Announcement: Beta code release

    Well on the subject of tabs, I think most people will be fine with whatever, as long as you are consistent... which you have not been so far it seems. Most of the files have a mix of both tabs and spaces, and some comments are lined up, and some are not (which looks a bit messy to me). Many people like a tab size different to 4, and at the moment that messes some of the code up a bit. Also it would be nice if you were consistent with the end of line characters. I would suggest you stick with the windows ones (like you have in main.cpp) and remove all the unix eol characters. Anyway, those kind of problems aren't too important. More importantly I think you should be focusing on the comments etc... which I think are a bit lacking, unless you plan to add a bit more? The comments throughout the methods are ok, but I think you really need some overview type comments, explaining the flow, what the purpose of each method is etc. This is particularly important for the early lessons, so people don't get lost, and also for the more complex lessons so people can have a quick glance through and find the parts they are interested in. It's a good start though.
  2. Thorgrim

    NAT punch through

    Yeah, thats not a bad idea... It's not like it's a commercial game or anything though, so anything is better than forcing all players to un block ports. Thanks for the comments anyway.
  3. I've recently been looking into making a game matching lobby, and am probably going to try to add NAT punch through. The only problem is that I would prefer to run a simple web host for the match making Lobby Server, so the Lobby Server itself can't really do the punch through. So I had another idea, how about if when a client connects to the server, it gives the server its IP. If the client is not behind NAT, everything can continue as usual, clients just use that IP. However, if the server is behind NAT, then the server will randomly assign the IP of another user who is in the lobby, and who does not have NAT, to this new server. Now, when a client attempts to connect to this server, he will instead connect to this other IP, lets call it the "delegated matchmaker", and this user will perform the matchmaking for the other 2. If the delegated matchmaker disconnects from the lobby, then another client is delegated, and so on. In this way, all the lobby needs to do is store an extra IP for any servers behind NATs. The only case I can think of where it would not work, is if the lobby only contains players who are all behind a NAT. But that shouldn't happen to often hopefully. Has anyone done something like this before? Can anyone see potential problems? Maybe some peer-peer software works in a similar way? (I haven't looked into that yet)
  4. Thorgrim

    problems with DevC++

    Project > Project Options > Parameters > Enter your libs in "Linker" -lglu32 -lopengl32 etc Though I thought you said you had already done that? You need to make sure you have the libs somewhere Dev-C++ can find too of course. Just put the .a files in the dev C++ lib directory if you haven't already.
  5. Thorgrim

    OpenGL in Qt

    I'm currently using QGLWidgets a bit my self. I haven't had any major issues with them so far, though I'm not doing anything too complex. It is really just a wrapper around OpenGL to do all your window initialisation etc though, so there shouldn't be any problems with it. Maybe you can post some of the code? Maybe QT initialises some OpenGL things to values that are not the same as when you plug it into other projects.
  6. Thorgrim

    Euler to Quaternion problem

    Well, I worked on it a little more, and added a check against the reference pose, and negated the quaternion if the rotation from the reference pose was greater than 180 degrees. It seems to work for everything I have tried so far, though it may be better to try compare with the idle pose, since thats what most animations are closest to. Just thought I would post my fix incase anyone comes up against the same problem.
  7. Ok, here is what I'm trying to do: I'm making a 3d model format converter, and at the moment I'm working on animations. What I want to do is export an animation that is in quaternion rotation format, to SMD format (Euler angles). So far this works fairly well, I can export meshes bound to these animated skeletons to SMD format, load them into any animation package, and they display pretty much ok. The bones are often not aligned quite right in the reference pose, however they rotate fine, as does the mesh that is bound to them. My problem is when I try to import these animations back into Quaternion format. Of course euler angles can be converted to 2 possible quaternions (positive and negative). My problem is that I cannot think of an easy way to ensure that when imported, the right quaternion is used. Currently poses are seemingly randomly the opposite to what they should be, resulting in bones often rotating the wrong way. So has anyone done thing kind of thing before? Is the only way to get the right quaternions, to check against previous frames, and animations it might be morphed from, and ensuring the quaternion that results in a rotation of less than 180 degrees is picked? Or am I maybe exporting wrong? There must be some way to do it, since the importers for 3dsmax etc can manage to import what I export. If anyone has some ideas / suggestions / example code etc that would be great...
  8. I think I'm just using the one that comes with the DirectX SDK. It works well enough for me.
  9. What zedzeek is suggesting, is that you render the text to another buffer (using the print method from the nehe tuts, or any other method) and then save this as a texture to bind to the sphere. Take a look at the Radial Blur lesson (36) I think that uses render to texture.
  10. Thorgrim

    3D Map Editor

    I made a map editor a while ago. It's pretty simple, but it has stuff like variable brush sizes, raise, lower and pull tools, with definable height limits, texture painting, flood fill, vertex manipulation, smoothing, face manipulation / deletion / cloning, and a fair few other tools. It isn't a height map (though you can import / export to a height map) so you can do overhangs, variable LOD areas etc. It's pretty buggy (I had a limited time to complete the whole thing, so its one huge hack ;) ) but it works most of the time. Feel free to have a look at it to get some ideas: > Download (includes a little game of mine, and the map editor) Be sure to take a look at Menu > Options > Controls to see a list of all the controls. There are a lot of shortcuts which have no GUI button (didn't have time to finish off the GUI). BTW, it's done in OpenGL, but of course you could do the same in DirectX :P If you have any questions, let me know :)
  11. There really is no "Standard" for OpenGL aps, however if you are just starting out, I would recommend OBJ, or SMD. Neither OBJ or 3DS can do animation, so SMD is a great option. Both SMD and OBJ are also text based, which is a lot easier if you are just starting out (Can easily debug etc). Here is a great site for file formats: http://www.wotsit.org/search.asp?page=2&s=3d SMD: http://developer.valvesoftware.com/wiki/SMD_file_format I recently made a tool that can load / save OBJ, SMD and MD3 files. With the above documentation it really isn't too hard. Especially if you are doing it in C# :) BTW, just FYI, Managed DirectX in C# is not going to be much, if at all slower than OpenGL. But I'm not saying you should swap to MDX... I'm having to using it at the moment, and I must say I prefer some things about OpenGL. Also, OpenGL is the standard outside of the games industry, due to it being cross platform and all. If you plan to do other stuff besides games, OpenGL is probably the best way to go (if you want to get a job).
  12. Thorgrim

    C# Direct3D 9.0

    What happens in GameObject.Draw? Are you sure you dont accidentally disable the zbuffer or anything in there? Nothing jumped out at me in the code you have there.
  13. On my Radeon 9600xt It defaults to One, I'll have to test it out on my NVidia card and see what happens. However I'm using MDX 1.0.2902 so maybe its a MDX 2.0 problem. In any case, why not just use Immediate? It's much more useful so you can gauge performance etc.
  14. Thorgrim

    Loading animation from 3ds

    It doesn't store vertex or skeletal animation as far as I remember. There is something like object location animation in there IIRC, but that is pretty useless. Stick to MD3 (vertex animation) or SMD (skeletal animation) IMO. Or use OBJ for static meshes.
  15. Great, thanks a lot guys, that was very helpful :)
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