• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Necr0Potenc3

Members
  • Content count

    9
  • Joined

  • Last visited

Community Reputation

123 Neutral

About Necr0Potenc3

  • Rank
    Newbie
  1. There is an old game, circa 199Xs, which I'd like to do a remake. It's an old project of mine and I finally have the time to start it. The game is definitely abandonware so I don't see the problem in re-using the game's art for the remake. So far I have reverse engineered the sound format and successfully extracted the game's sound. However, the file formats for the graphics is way more tricky... being a 199xs game, there is a whole lot of indices across files and different color palettes. The game's code (binary) doesn't help much either... its code over code, a real mess to reverse. Instead of this laborious approach I'm moving towards a smart one. The game uses DirectX, which I'm not familiar with, I've only used OpenGL all my life. Still, I'm fairly certain it's possible to intercept (hook) the DirectX calls the game uses and extract the graphics art there. Not being familiar with DX, I have no idea which APIs I should hook, what I should look at or even if there are existent tools that will perform this task. Could anyone offer ideas? Tips?
  2. OpenGL

    solid 59-60 FPS for me geforce mx420 athlon xp 3200 512mb ram vsync on/off made no difference
  3. well, if you're still in doubt check this thread http://www.gamedev.net/community/forums/topic.asp?topic_id=339864
  4. are they points or vectors? you cant calculate angles between points, so I'm assuming you're talking about vectors to avoid confusion, v1 is v and v2 is w. the formula is: arccos(t) = (v.w) / (|v|.|w|) in other words: arccos(t) = (vx*wx + vy*wy + vz*wz) / (sqrt(vx² + vy² + xz² ) * sqrt(wx² + wy² + wz² )) sqrt being square root
  5. here is the function that does it, I wrote it based on a microsoft article: void ResizeImage(int Width, int Height, unsigned char *RGB, int *NewWidth, int *NewHeight, unsigned char **NewRGB, int MaxRes) { GLint glMaxTexDim; double xPow2, yPow2; int ixPow2, iyPow2; int xSize2, ySize2; unsigned char *Data = NULL; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glMaxTexDim); if(glMaxTexDim > MaxRes) glMaxTexDim = MaxRes; if (Width <= glMaxTexDim) xPow2 = log((double)Width) / log(2.0); else xPow2 = log((double)glMaxTexDim) / log(2.0); if (Height <= glMaxTexDim) yPow2 = log((double)Height) / log(2.0); else yPow2 = log((double)glMaxTexDim) / log(2.0); ixPow2 = (int)xPow2; iyPow2 = (int)yPow2; if (xPow2 != (double)ixPow2) ixPow2++; if (yPow2 != (double)iyPow2) iyPow2++; xSize2 = 1 << ixPow2; ySize2 = 1 << iyPow2; Data = (unsigned char*)malloc(xSize2 * ySize2 * 3); gluScaleImage(GL_RGB, Width, Height, GL_UNSIGNED_BYTE, RGB, xSize2, ySize2, GL_UNSIGNED_BYTE, Data); *NewRGB = Data; *NewWidth = xSize2 ; *NewHeight = ySize2 ; return; } its pretty much plug and play. Width, Height and RGB are the "in" parameters. RGB is a buffer with RGB data. NewWidth, NewHeight and NewRGB are "out" parameters, all of them pointers to the variables where the info will be dumped. NewRGB is actually allocated by the function so you have to take care of freeing the memory once you're done with it "ermm... ok. so how do I use it?" just a sample: static void GenTextures(void) { int bmWidth = 0, bmHeight = 0, error = 0; unsigned char *Data = NULL; unsigned int newWidth = 0, newHeight = 0; unsigned char *newData = NULL; error = LoadBMP("background.bmp", &bmWidth, &bmHeight, &Data); if(error) { sprintf(ErrorTxt, "Could not load background.bmp error: %d", error); return; } ResizeImage(bmWidth, bmHeight, Data, &newWidth, &newHeight, &newData, 800); glGenTextures(1, &texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, newData); free(Data); free(newData); return; } hope it helps -gR
  6. an easier method you'll probably need the hDC of the window which is being drawn, but thats easy to be obtained (GetDC) here are the main steps: 1 - use windows hooking (SetWindowsHookEx) on the target window 2 - inside your window hooking function, write a handler for WM_PAINT. inside this handler, do any changes to the window I just can't remember if its: case WM_PAINT: DrawStuff(); CallOriginal(); or the inverse. I'm not even sure if you actually need to call the original window proc since most apps draw stuff on the idle time. you'll have to check it yourself TOO EASY!! (army voice) leave API hooking for other stuff going to the army base now, gonna get myself a taste of not so easy stuff =]
  7. as you said, glLoadIdentity resets the matrix thats why I dont understand why glPushMatrix is used if we can just reset the current matrix. maybe there's something I missed
  8. lets say I have the following pseudo code: glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); .... drawing on this 1st matrix ... glPopMatrix(); ... some code ... glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); ... drawing on this 2nd matrix ... glPopMatrix(); whenever I call glPushMatrix I'm setting up a new matrix, is that correct? if so, are the attributes from the 1st matrix inherited by the second one or is the second matrix a completly new one? I did some testing on my own and I didn't understand when to use glPushMatrix and when not to use it thanks