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About billconan

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  1. Hello guys,   I want to implement a program with opengl that renders something to a framebuffer object. I don't need to display anything, but I want to save the framebuffer into a jpg file and serve it via tcp/ip. the program is essentially a tcp image server.    I will deploy this program to my server which has linux but no x windows. I can only access it through ssh. Suppose I have gpu on that server, how can I have an Opengl context within my command line program?   Thanks,   Shi
  2. Hello guys, A friend and I are working on a simple strategy game. While we are familiar with graphics and game programming in general, we have no idea how to implement A.I for this game. The game has a map of several forts, two of them are occupied by the player and the computer at the beginning. They each has some solders inside their forts. The number of soldiers inside a fort can increase either at a steady rate or a rate that is proportional to the number of solders inside. the Player and the computer send out solders from their forts to empty forts or to enemy's fort to occupy them, if you can outnumber your enemies in a fort, the fort is yours. whoever can occupy all forts on the map is the winner. here is an example of this kind of game: http://www.youtube.com/watch?v=_Kl9L98Quf4 I have no idea how to approach this game A.I. (can "Bayesian network" do the job?) Could you please point me a direction. Thank you,
  3. I think another approach is giving vertices some repulsion forces and adjust their locations by the forces.
  4. Hello guys, Are you aware of any algorithm that renders a sparse binary volume. The reason I want this volume to be binary and sparse is that, I want to use it to represent a very fine model (large). I want the rendering result to be just like a polygonal surface with tiny details. Also, I hope this volume can be dynamic, so I can change it anytime and recreate the sparse representation in an efficient way. I did some search, only found this interesting article: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html I'm wondering if there are other researches I have missed. Thanks,
  5. hello, nvidia has build-in FXAA, I wonder if it's possible to enable it within my code in a programmatic way, so users won't need to enable it from the control panel? Thank you,
  6. how 2d fluid is implemented?

    Thank you very much,
  7. how 2d fluid is implemented?

    ok, after googling for a while, I can self answer this [url="http://kucg.korea.ac.kr/education/CSCE460/ref/p_Mue03b.pdf"]http://kucg.korea.ac.kr/education/CSCE460/ref/p_Mue03b.pdf[/url] [url="http://en.wikipedia.org/wiki/Smoothed-particle_hydrodynamics"]http://en.wikipedia.org/wiki/Smoothed-particle_hydrodynamics[/url] still looking for simpler explanation though
  8. OpenGL Basic questions

    maybe your near and far planes are incorrect, so your object has been moved out of scope. or maybe, they are moved behind your camera. answer these questions may help you solve the issue: A, where is your camera? B, In what direction is your camera facing? C, what are your near and far planes?
  9. What do I need to know to make a simple physics engine?

    I also have a question, does box2d use runge kutta 4 integration?
  10. how 2d fluid is implemented?

    Hello, I'm very interested in 2d physics engines. I have roughly studied some open source projects, for example, box2d and chipmunk. Both engines are ridged body engines, they don't support fluid or softbody, which I'm interested in. There are several games that support 2d fluid, like for example [media]http://www.youtube.com/watch?v=GYIOEWQYACM&feature=related[/media]. I wonder how this is implement. It looks like the water is simulated with particles, but how do I render then like water? thanks.
  11. [quote name='adam3141' timestamp='1295526477' post='4761801'] I believe that Java is the only language you can use for Android Development [/quote] this is so wrong. i would have stamped on my android phone, if it is purely java. java sucks! good news is that google has started to show some respect to c++ by providing the new android ndk that allows you to use c++. but only since very recent this ndk thing has started to be promising. thanks to the openness of the android platform, there is also the android Qt library to use on the phone.
  12. [quote name='frob' timestamp='1295645481' post='4762654'] The Windows Phone is still fairly new, but I don't see any technical barriers against using other languages. [/quote] Microsoft doesn't want to open up the native code support. so it must be some language that based on .net framework. this makes porting of games from iphone and android to windows phone harder. for example, you may not have the physics engine you used for android and iphone when you develop for windows phone.
  13. [color=#1C2837][size=2]How much are the licenses to put the game out on their respective market?[/size][/color] [color=#1C2837][size=2] [/size][/color] [size="2"][color="#1C2837"]there is really no licenses fee, [/color][/size] [color=#1C2837][size=2] Do I need pay to develop games on system or just only when I publish?[/size][/color] [color=#1C2837][size=2] [/size][/color] [color=#1C2837][size=2]on ios, 99 each year, windows phone also 99, android is free[/size][/color] [color=#1C2837][size=2] How much percentage does each company take from each sale?[/size][/color] [color=#1C2837][size=2] [/size][/color] [color=#1C2837][size=2]i guess, 30% for most of the phones. and amazon has it's own market. i don't know much about it. but 30% is very typical.[/size][/color] [color=#1C2837][size=2] Which has the largest user base? I'm assuming iOS > Droid > Windows Phone 7.[/size][/color] [color=#1C2837][size=2] [/size][/color] [color=#1C2837][size=2]android > iphone > windows phone. but android users are not so into paid games. [/size][/color] [color=#1C2837][size=2] What graphics API does each system use and which has shader support? I know iOS currently supports OpenGL ES 2.0 and Windows Phone 7 does not (?) support any shaders.[/size][/color] [color=#1C2837][size=2] [/size][/color] [size="2"][color="#1C2837"]opengl es 2 is available on iphone and android. and directx / xna is on the windows phone. they should all support shaders. GLSL shader vs HLSL shader[/color][/size] [color=#1C2837][size=2] Any requirements when I want to develop on their respective system? I know that if I want to develop on the iPhone/iPad I need to have a Mac with Snow Leopard OS on it.[/size][/color] [color=#1C2837][size=2] [/size][/color] [color=#1C2837][size=2]a mac can work for everybody. you can use bootcamp to run windows on it.[/size][/color] [color=#1C2837][size=2] What programming languages am I able to use when developing games on the Android and Windows Phone 7? [/size][/color] [color=#1C2837][size=2] [/size][/color] [color=#1C2837][size=2]on ios, you can use objective-c and c++[/size][/color] [color=#1C2837][size=2]on android, you can use java and c++/ndk[/size][/color] [color=#1C2837][size=2]on windows, C#[/size][/color]
  14. OpenGL scaling causes artifacts

    i guess this has something todo with the opengl rasterization method. if the position coordinate is, say, 31.5, the opengl rasterization method may round it to 31 or 32.
  15. OpenGL scaling causes artifacts

    another thing is that those cracks are all horizontal. between two vertically continues tiles. crack doesn't happen between two horizontally adjacent tiles. quad: 121,117,40,40 quad: 121,157,40,40 these are the coordinates, width and height of two adjacent tiles. i can't see any problem with these numbers, given that they renders perfectly without scaling.
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