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Grellin GDU

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  1. Example /* Create a 32-bit surface with the bytes of each pixel in R,G,B,A order, as expected by OpenGL for textures */ SDL_Surface *surface; Uint32 rmask, gmask, bmask, amask; /* SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine */ #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, rmask, gmask, bmask, amask); if(surface == NULL) { fprintf(stderr, "CreateRGBSurface failed: %s\n", SDL_GetError()); exit(1); }
  2. Placing the responsibility of policing the world on the players will only work if that is why they are playing the game. I was always partial to the Ultima Online system of highlighting a murderers name in red for a certain duration. Any players that saw red had an opportunity to flee or fight. The safe zones in the towns kept the peace. It was still hazardous to go out in the wilderness but isn't adventuring supposed to be hazardous? Basicly set the guidlines of the world and pray the players don't destroy it too much. Any system will have flaws and grief players will exploit them no matter what we do.
  3. Fantastic! Chalk one up in the completed column. Worked great on my machine. Reminded me of the good old days chunking quarters in those, as my grandmother put it, damn evil machines. Again great job.
  4. I am using MSVC++ 6 pro on WinXP pro without a hitch. Not sure what it could be.
  5. Here is a website with tuts. You can get something out of all the books mentioned but I would also include a good reference guide in that list.
  6. You will need 2 reference points. The screen view and the world view. Your character will be located at screen-w / 2 - half character w and screen-h / 2 - half character h. The world coordinate will be whatever size your world is. If it is larger than your screen size you scroll by increasing the rect location. So if you have a 1000x1000 world and your screen is 800x600 you will be able to scroll an aditional 200 x and 400 y. Just make sure your rect size is constant. Hopefully I didn't confuse you more.
  7. Great work. This helped clear up a few things.
  8. Or you could make the condition for your loop false/true (depending on what will end the loop) in one of your switches.
  9. Ultima Online also has a title system in place that is based on your actions and skill levels.
  10. As long as you have basic programming concepts it is just a matter of learning the language. I would say a simple game like hi/low would take about a week. Moving in to more user input and decisions will take more time depending on how quickly you grasp new concepts. I wouldn't worry about how long it will take, just start and before you know it, you will be making games. [Edited by - Grellin GDU on September 10, 2004 2:04:09 PM]
  11. Probably not the answer you are looking for but it seems you are not alone. Article
  12. Looking at your glxinfo the Direct Rendering (DRI) is not enabled. This link should get you going. DRI
  13. For some reason the link wouldn't display. As far as good fps I think at least 200+ is something you are looking for. Without DRI I get around 50-60. Also you can use : glxinfo to verify the DRI is enabled.
  14. Running glxgears in a terminal will give you FPS
  15. On the install, what does it register as? Also, you should be able to visit the dell web site and enter the model of your laptop and get the system specs. Once you find that there are detailed instructions on the DRI site for updating.