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ssnhavok

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About ssnhavok

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  1. ssnhavok

    Please test me..

    Worked fine. - Log file opened: 08/02/05 22:15:45 - --- Application Information --- - Application Name: OpenGL/Direct Windowed/Fullscreen test. - Application Version: 0.0.0a (Wed Aug 3 02:15:09 2005) - --- System Info --- - Operating System: Windows 2000 - Processor Vendor = GenuineIntel - Processor SSE? = YES - User name: HaVoK - ----- OpenGL Window ----- - XSRenderDevice::createDevice("OpenGL") called - XRenderDeviceGL::initWindowed called. - XRenderDeviceGL::openWindow - XRenderDeviceGL::enumerate called... -- Device name: NVIDIA Corporation GeForce FX 5950 Ultra/AGP/SSE2 1.5.3 -- Max Texture Dims: 4096 * 4096 -- Max Num Texture Units: 4 - XRenderDeviceGL::release() called. - XRenderDeviceGL::closeWindow - XRenderDeviceGL::initWindowed called. - XRenderDeviceGL::openWindow - XRenderDeviceGL::release() called. - XRenderDeviceGL::closeWindow - XSRenderDevice::releaseDevice() called. - ----- DirectX Window ----- - XSRenderDevice::createDevice("DirectX") called - XRenderDeviceDX::enumerate called... -- Device name: NVIDIA GeForce FX 5950 Ultra -- Max Texture Dims: 4096 * 4096 -- Max Num Texture Units: 8 - XRenderDeviceDX::initWindowed called. - XRenderDeviceDX::openWindow - XRenderDeviceDX::release() called. - XRenderDeviceDX::closeWindow - XSRenderDevice::releaseDevice() called. - ----- OpenGL Fullscreen ----- - XSRenderDevice::createDevice("OpenGL") called - XRenderDeviceGL::initWindowed called. - XRenderDeviceGL::openWindow - XRenderDeviceGL::enumerate called... -- Device name: NVIDIA Corporation GeForce FX 5950 Ultra/AGP/SSE2 1.5.3 -- Max Texture Dims: 4096 * 4096 -- Max Num Texture Units: 4 - XRenderDeviceGL::release() called. - XRenderDeviceGL::closeWindow - XRenderDeviceGL::initFullscreen called. - XRenderDeviceGL::openWindow - XRenderDeviceGL.cpp applyDispMode() Change to fullscreen resolution - XRenderDeviceGL.cpp applyDispMode() Change to fullscreen resolution - XRenderDeviceGL.cpp applyDispMode() Change to fullscreen resolution - XRenderDeviceGL::release() called. - XRenderDeviceGL::closeWindow - XSRenderDevice::releaseDevice() called. - ----- DirectX Fullscreen ----- - XSRenderDevice::createDevice("DirectX") called - XRenderDeviceDX::enumerate called... -- Device name: NVIDIA GeForce FX 5950 Ultra -- Max Texture Dims: 4096 * 4096 -- Max Num Texture Units: 8 - XRenderDeviceDX::initFullscreen called. - XRenderDeviceDX::openWindow - XRenderDeviceDX::release() called. - XRenderDeviceDX::closeWindow - XSRenderDevice::releaseDevice() called. - This is a pretend failure so log file will show, cheap hack! - - Log file closed: 08/02/05 22:16:48 - Total number of reported errors: 1
  2. ssnhavok

    NeHe blog

    http://nehe.gamedev.net/about/blog.asp Did this just show up yesterday or did I fail to see it during the past few weeks while I was checking to see if there was any new news?
  3. ssnhavok

    2D collision detection

    Thanks for the replies The Chaos Phantom and CrystalClear. The Chaos Phantom thanks for the code, I don't have much time to work on my game right now so I can't really go over all that code, but I appreciate the effort. CrystalClear thanks for the code, I already have the circle collisions working, I will refer back to your code example when I get to adding the explosions. I'll have to check out the thrust game. Thanks
  4. ssnhavok

    Ortho Setup and centering player

    Thanks for your reply slyterence. Making the ortho setup like percentages sounds like a good idea. Have you used this method before? Has anyone else tried it? Now that I think of it, there might be one problem by doing it with percentages. The screen is wider than tall so if I do 100 units square, then my player will move faster along the y axis than the x axis (I think). I guess I can make the width 100% and then the height the correct percent in the ratio of screen size (roughly 75% i think). About your suggestion for keeping the player centered, I am going to try that because I can't think of anything else at the moment. But I don't think it's the best way of doing it. How much will my games speed be affected by changing the ortho projection every time the player moves? Thanks again.
  5. ssnhavok

    Ortho Setup and centering player

    Thanks for your help CRACK123. I don't think I explained things very well which is causing some confusion. Quote:Original post by CRACK123 Nothing wrong in this. Many games allow you to set/change resolution. I know it's ok to let the user select resolution, my question is when they select different resolutions that changes the ammount of ortho units on the screen. If they select 640x480 the ortho setup looks like this glOrtho(0,640,0,480,-1,1); If they select 1024x768 the ortho setup looks like this glOrtho(0,1024,0,768,-1,1); Is this ok for the units to change for different resolutions? Should I not be basing the ortho setup on the current resolutions width and height. If so, what values should I always use? Quote:Original post by CRACK123 Centering the player would be a matter of height/2, width/2 - add and subtract the size of rectangle for the player to get the square half way across on either sides. I assume you are using glTranslatef to move. This will actually move the axis so player position will still be the same. What I would suggest is to no use the glTranslatef method and manually modify the position of the vertices so the axis is at a constant position. Considering the player/enemies will be only rectangles you will hardly be making many calls to update the position per element. There might be a better way. I am currently using "height/2, width/2" which I mentioned in my first post. Yes I am using glTranslatef but I don't see how that differs in ortho mode from manually drawing the vertices at the correct centered spot(maybe I'm wrong though). Will the axis move in ortho? In ortho wont the corners of the screen always correspond to the values you use in glOrtho()? In ortho if your screen is (0,0) bottom left and (640,480) top right. And then you draw something at (1000,1000) is there a way to move the screen coordinates so that it centers around (1000,1000)? I think I tried to use ortho in the wrong manner. I think I either need to stop using ortho or I need to separate my game world coordinates from the opengl ortho screen coordinates and just draw the 640x480 game world coordinates that surround my player, with the player coordinates being always in the exact center ( of course I have no idea how to do that :-/ ). Does anyone understand that? I'm not even sure if I do. Anyone ever run into this problem and can give me some advice on what would be the best approach? Thanks
  6. I'm making a 2d space ship game and I need some advice. 1. I'm setting up my Ortho Projections like this glOrtho(0,width,0,height,-1,1); I let the user select the resolution, so the width and height is different for each resolution. Is there anything wrong with this? Most tutorials base it on the width and height but I think they always used a fixed resolution. 2. I want to keep the player in the center of the screen when they move. First I did this by drawing the player in ortho at the position that is half the width and height of the screen. This visually works but when I move the player by changing the players position variable, my player is still at the same point in opengl units at the center of the screen (ortho) but it looks correct becuase I scroll the background while the ship is at the same point. I ran into trouble when I added an enemy and tried to do collision detection. The players collision doesn't match up to the enemy on the screen because of the way I am centering it. I have to draw the enemy relative to the player in order to keep it on the ortho screen. Is there a better way to center the player? How can I make the screen always center around the players position? Should I not be using Ortho? Or maybe my problem is that I am trying to make the ships position match up to the same opengl units, I wanted to keep things simple and that seemed the easiest way. I know this is probably really confusing because I am having trouble explaining what I mean. If something needs to be explained again please let me know. Thanks
  7. ssnhavok

    2D collision detection

    Thanks for all your replies. Sounds like bounding circles is the way to go, I will try that and see how it goes.
  8. ssnhavok

    2D collision detection

    I'm trying to do collision detection for a 2D space ship game. I'm using Ortho mode and drawing the ships on quads using png images for transparency around the ships. I want to do pixel-level detection so I started working with this article: Collision Detection I started with the simple bounding box collision and got that working by checking if 2 ships quads overlap. During this I realized that the articles method requires the bounding boxes of the 2 ships to be at the same angle. At least I think that is the case, correct me if I am wrong. I want my players ship to be able to rotate to any angle. Is there another method of doing this type of 2D collision detection? I am interested in what other people would do. Anyone that has made a game similar to what I want that might have advice? Thanks
  9. ssnhavok

    stars for 2D space game

    I'm not sure but I think if I do that, after a little bit of playing the game you would notice the paterns of the stars repeating. Still that is a good idea of something to try. I would like to try for something that would make the stars always random, I also don't mind if when the ship returns to it's starting point the stars no longer have the same pattern as they originally did. Thanks
  10. ssnhavok

    stars for 2D space game

    I have already created a background of stars made up of GL_POINTS that have random x and y positions. The game is going to have a space ship always centered on the screen. As the ship moves forward the ship will stay centered and the stars will move off the screen. My problem is that I am not sure how to generate new stars as I move to new areas of space at the same time as keeping the old stars in the same formation until they have left the screen. I'm using the same seed for the random numbers before the stars are drawn, so they show up in the same place every frame. I tried using the sugestion in this post, which I think is saying to use the ships position as a seed. I could not get this to work, the stars completely changed everytime I moved. Maybe I didn't understand the meaning of the comment from that other thread. If this is confusing I will explain it better or show examples. Thanks
  11. ssnhavok

    [web] PHP4 editor

    I use PHPEdit
  12. ssnhavok

    Should I Get An iPod?

    Not trying to say anything bad about the ipod cause I know nothing about it. Saw this about a week ago and thought I would share it in this thread. http://www.ifilm.com/viralvideo?ifilmid=2643275
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