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Neex

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About Neex

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  1. Neex

    making a 3d font editor.

    I recommend looking into the FreeType library. You can let it do all the hard work in parsing TrueType fonts. In the past I've used it to render all the ASCII glyphs into a bitmap, and then in my OpenGL app drawn quads whose texture coordinates match the sub-section corresponding with the character I want to draw. You can build this up to draw strings. More recently I've wanted the actual curve information in TrueType fonts for a vector-based font renderer. The FreeType API will give you easy access to this information as well. The FreeType documentation can be difficult to navigate, but the information's all there. HTH [smile]
  2. Neex

    Strauss Lighting Model

    Noob guess Specular reflection: theta_i = theta_r For a perfectly smooth material, there is only specular and no diffuse reflection, and unless the camera is at theta_r to the horse, no light hits the camera. Raises an interesting question about where the horse is, what with the blindingly-white background. What colour is the wall behind the camera?!
  3. Neex

    Video codec for demos?

    XviD and DivX both encode/decode MPEG4-Part2. You can argue about which compresses better, but each one can play back video compressed with the other. The other, better-compressing, video standard in MPEG4 is Part 10, otherwise known as Advanced Video Coding (AVC), and also known as H.264. You can bet there are a lot more people around that can play back MPEG4 videos than Ogg Theora since QuickTime supports it.
  4. Quote:Question 1: What about integer size in bytes? For example, what if on the PC my integer size is 4 bytes, and on the Mac its 2 bytes. How do I handle that? How do I guarantee byte size over different platforms? First, you're probably pretty safe assuming that a byte is 8 bits. Most hardware designers have now reached a consensus on that one :) As for the size of integers, when you care exactly about how many bytes your types are using, don't use char/short/int/long, use types that explicitly tell you their size. On Linux (for example) stdint.h provides types such as int8_t, uint8_t, int16_t, etc... You can easily define your own similar types. Quote:Question 3: Is there a technique of saving my data in some sort of custom file format that makes resolving these issues easier? I'm going to avoid this question and answer a slightly different one... :) The main problem is if you dump/load structs directly to/from disk, since you're assuming that the memory layout of structs will be the same on every platform. Of course, size, endianness and packing differences ruin that. The main thing you need to do is to have something in your program checking and converting data read from the file to the equivalent data in memory. If you use a binary file format, you might specify that all integers be stored on disk in 32-bit big-endian format. Your loading code can act knowing that it is reading a 32-bit big-endian integer, and then convert appropriately for the platform on which the program is running (e.g. convert to little-endian). Another way would be to use a text-based format. All integers then have to be parsed (probably by the std lib) and so converting to the correct format for your platform is than effectively automatic. (Of course you would still have to worry about wrapping on platforms with 16-bit integers for example). Hope that rambling helped somewhat.
  5. Neex

    C++ Feature Usage

    I'm afraid I don't have much to contribute to this topic but I read some interesting blog posts by Jamie Fristrom recently: "STL & Memory allocation on consoles" and "More On Allocation."
  6. Neex

    Untitled

    I don't think there can be any denying that MasterQ is somebody's character account. The question is, whose?
  7. Neex

    Untitled

    I don't think there can be any denying that MasterQ is somebody's character account. The question is, whose?
  8. Neex

    ogg files?

    Quote:Original post by Fahrenheit451 The .ogg format is Ogg Vorbis. Visit the site for more info, and players/plugins for various platforms/media players. Bzzzt, not quite. A .ogg file is a media file in the Ogg container format, which would most commonly contain just a Vorbis audio track. But an Ogg file could just as well contain an Ogg Theora video track. Just like how a .mp4 file could contain just ('MP3' or AAC) audio and be used for songs, but it could also contain, amongst others, a video track (either MPEG-4 Part 10 = AVC = H.264, or MPEG-4 Part 2, the format produced by XviD and DivX).
  9. Every time I look at an IOTD I get quite frustrated with the way images pop up and vow never to return. The way the images open in a new window is a little annoying in the modern world of tabbed browsing (despite telling Firefox to open everything in a new tab, these ones still open a new window). A more elegant solution would be to AJAX-ify so that when you click one of the thumbnails, that image dynamically loads in place of the large image. If that's too much work I honestly would prefer it if the thumbnail links just linked to the images without fancy window-opening. That way I can decide whether to left-click, middle-click, whatever else. Thanks :)
  10. Neex

    SVG market penetration

    As an aside, last time I checked the Adobe SVG plugin supported a greater subset of the standard than Firefox's built-in viewer.
  11. Neex

    Hnngggggg

    Quote:Original post by Evil Steve EDIT: OH GOD I HATE YOU, CODEWARRIOR. Code Warrior is the only compiler I know of where you can crash the IDE by dereferencing a null pointer in the code getting debugged. And it crashed last time I closed the lid on my DS devkit. And Nintendo have decided to use Code Warrior for Wii development too. WHY DO THEY HATE US SO MUCH? Hah. I've been working part time at an embedded software company while I've been at uni (CodeWarrior is also focused on embedded dev these days). I was porting a demo application that runs on many different microprocessors to use a new processor and use CodeWarrior. Building is all done on the command line using SCons, so I have no reason to use the CodeWarrior IDE, which should be fine because they provide a command-line compiler. Except, it opens a window for every file you compile, prints information to the window, then closes the window when it's finished compiling. So you get no feedback on warning/errors or anything. Oh, except errors from the most recent failed compile will be in the file 'EDOUT'.
  12. Neex

    Amazing realtime tech demo

    Welcome to Uncanny Valley [smile]. I'm afraid it weirded me out too much.
  13. Neex

    The Great GDNet Beer Exchange

    I think I've had Fiddler's Elbow before. I can't remember how it tasted, but I remember seeing that label before. This reminds me of the idea I had when playing Star Wars KOTOR. One of the weapons is a Wookie Bowcaster, which sounds like a fantastic name for a beer. I can easily imagine going to the bar and saying, "A pint of Wookie Bowcaster please." Am I mad?
  14. Neex

    The Great GDNet Beer Exchange

    For those of you who are like me, too lazy to send stuff, perhaps we can just share some photos of what beers we're drinking (that we'd recommend). So here's what I'm drinking as I type this: Theakston's Old Peculier, ready to be poured. Ah, a beer as dark as my heart. The glass came with a bottle of Rudolph's Revenge, a beer produced by local brewery Cropton's at Christmas. I enjoy my ales but sadly I'm not enough of a connoisseur to describe it very well. It's very nice though! I'm sure Jack and Oli will know it well and vouch for its yumminess.
  15. Neex

    Racing Games with Curved Surfaces/Tracks

    Quote:Original post by John Schultz I recall SSX Tricky using real-time Bezier patches (snowboard game) and have a vague recollection of perhaps real-time ruled splines being used in a NASCAR type of game, but don't recall any racing games using real-time cubic patches (direct physics interaction (no triangle tessellation) and continuous LOD rendering). Have any past racing games used cubic patches for the road surfaces/terrain? You may be interested in this postmortem of MotoGP.
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