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VisualFX

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About VisualFX

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  1. Hi, I've been around with a lot of CAML light code and haven't figured out a way to create the Blocks World game... I've programmed this game before in Prolog, but now I'm trying to do it in Caml Light. The main problem is that in Prolog I used the "compiler built in tree" to run through all possible moves because I understand the way prolog files are read by the compiler. In Caml Light, how is the code file read? Is it read straightforward? Does it have e built-in tree I can use? Thanks for any help you can offer in programming this game in Caml Light. VisualFX
  2. Hi, I'm wanting to develop a little game in Prolog, the Blocks World. I believe the correct term for this is a planning system which will take an initial state and a goal state and generate a plan to move the blocks so that they are in the goal state. I don't know if you know this game, it's the one with N blocks on a table, in which only blocks not having any block above them can move to above others or to the table itself. I heard about the term STRIPS, but don't know what that means. Besides, how am I supposed to move the blocks (take an action)and consequently change the status of my lists if Prolog doesn't permit variable assignments? Do I have to make this recursively? Probably yes.. since I'm using lists.. - Could anybody throw me something that may ring a bell in my head? Thanks a lot VisualFX
  3. VisualFX

    Prolog (World Of Blocks)

    But how can I create an action if there are no assingments to variables in Prolog? Is there a special way of altering the state of what's inside the knowledge base? I mean at run-time. BTW: Thanks for the feedback VisualFX
  4. VisualFX

    Prolog (World Of Blocks)

    Thanks MDI, I believe that's exactly what I needed to know. Now I know how to proceed with my search. Really, thanks a lot. P.S: Thanks to everyone else who invested some time answering my question.
  5. Hi, I'm wanting to develop a little game in Prolog. I really don't know much about this language but it seems thriving in it's way of dealing with problems. The game I'm trying to create is Blocks World. You know, th one with N blocks on a table, that only blocks not having other block above them can move, and we have an initial positioning for the blocks and a final positioning. I was wandering if anybody could give me: -> A kickstart OR -> A hint OR -> Some comment that may ring a bell in my head OR -> Tell me to buzz off. Thanks a lot Programmers. VisualFX
  6. Hi, I'm starting to develop a simple game in OpenGL. I decided to use MilkShape 3D to create models in game. I already have a "converter/importer" but now I have a problem with the textures... Here it is: If I try to import to OpenGL any predefined object (sphere, box, cylinder) with a texture binded to it, everything is ok. However.. if I create a couple of faces from vertices I draw, the texture doesn't appear... it looks like only the diffuse color is present or somethin'. I've looked at both sides of the faces and the texture isn't in either side. Can someone tell me how is it possible that the texture is imported ok in predefined shapes but not ok in faces I draw in Milkshape? P.S: I suppose it has something to do with the map coordinates.. but I don't know how to define them in MilkShape. Thanks VisualFX
  7. Hi there, I reached a point in my "OpenGL learning" in which I intend to import 3d models into OpenGL (vertices, materials, textures...). I saw an example of a programmer in which he would import 3d models from MilkShape (.ms3d) into OpenGL by reading the file.. The only thing I don't get is "How The Heck" does he understand binary? I tried opening the file with a HEX editor, with a text editor, but nothing makes any sense.. only the first 8 or 9 characters that are "ms300000" something (I guess that's the version). Till now the only thing I achieved was programming a converter from 3D Model ASCII (VRML) into OpenGL, which converts vertices , materials (includes transparencies), textures , and all the basic 3d shapes (cube, cone, torus, sphere..). Need no say that the program got HUGE with all those "if (this word) do that .. else .. blabla". I understand that this isn't a straightforward manner of doing it.. but I still have much to learn. Thanks VisualFX
  8. Hi ppl, I'm trying to make a terrain (a couple of mountains and so on)in OpenGL. My question is what algorithm am I supposed to use in order to create the "bumpyness" of the ground..? I guess I won't be drawing each vertex with glVertex... An online tutorial would be a great help, but some help topics are welcome too. The texturing of the ground is also a problem I have.. but.. first things first.. Thanks a lot VisualFX
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