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About spacejim

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  1. Indie Game Publishers

    Don't bother.  Publishers are dangerous, you might get a genuinely nice and charitable deal somewhere but its not likely.  Some smaller companies will all-out rob you in the worst case.  But even the trustworthy ones are only in it to make money out of you. That said the GOG deal looks pretty good. Kickstarter can be good, but also has its risks (failing the target, paypal freezes, angry backers etc)   If you think you can finish the game in 6 months and are working alone then why do you even need funding?  I recommend you work a part-time job (not a programming job) to keep yourself afloat and just work at it.  You'll be much better off for it when you've finished.  The goal when making a game should be to make it with the minimum of help and funding as possible. Also depending on the type of game, alpha-funding works wonders.   Good luck!
  2. This is actually a real-life question I am facing. I'm just looking for some general opinions hopefully from people who have run teams before.   If you were hiring an artist for your team, but you can only afford one of them, which would you choose:   1- The guy who is an awesome concept artist, and a middling 3D Environment artist 2- The guy is is an awesome 3D Environment artist, and a middling concept artist   First impression is that number 2 would be the best, it's the art that actually goes in your game that matters right? But then a better concept artist means your environment will be more imaginative, more atmospheric (these 2 elements are very important to my game). There's no point in quality 3D work if the level is boring right?
  3. converting wchar_t to LPTSTR?

    Thanks, turns out I was mis-interpreting the LPTSTR I had coming in from an external source, it was char* all along, while I was assuming wchar*.
  4. This is a stupid question I know, because LPTSTR should boil down to a wchar_t*. I have: LTPSTR msg = new TCHAR[10]; wchar_t* w = "moo"; wcscpy((wchar_t*)msg, w); but the result: msg == "m" if I do this afterwards wcslen((wchar_t*)msg); it returns 3, so what is going wrong that the system is only seeing the first char "m"?
  5. Looking for a 2D-friendly physics library

    I think PhysX does it, it gives you the option to disable individual axises. If you download it and look at the documentation, its enum NxBodyFlag. You would need to set it for each object you create, but that shouldn't be a problem.
  6. Getting OpenGL mouse pos in nehe C# basecode

    Yes it was the 2d position I wanted, pointToClient was exactly what I needed. Thanks for your help!
  7. I am really, really stuck with this. I'm making a sort of level editor based on the nehe OpenGL C# basecode, but the one thing I cant get right is the mouse input. I used a global hook to get the mouse input, but this only gives me global screen coordinates, and I have no way of calculating the opengl mouse position. The basecode doesnt use glut and I could never convert it to glut with my skills. I can get the position of the whole window but thats not enough; global_mouse_pos - window_pos still wouldnt cater for the thickness of the title bar and borders etc. As far as I know theres no way of getting the global position of the opengl control, because all the app knows is that its at 0,0 in relative coordinates. Does anyone have any advice on how I can do this? or is the only way to try to implement glut? If its even possible, can the glutMouseFunc stuff be used without setting up the whole app with glut?
  8. How can I use opengl in a windows forms application? I am looking to make a 3d level editor, but Im having a hard time with the windows programming. Basically I cant figure out how to get a Device context to render to. I know game programming and opengl, its just .net and forms that get me. Im using the .net wizard to make a windows forms application and trying to go from there, and I cant generate my own opengl window because then I wont have the fancy form designer. any help is much appreciated.
  9. Cloth - realistic collision with characters

    Thanks for the reply. Do you mean spheres that represent the characters collision shape? Or spheres at certain points on the cloth mesh to provide it with collision? Do you have a link to this hitman article?
  10. Im making an rpg, and I'm going for the paper-doll feature like in morrowind, where you can dress you character up in any combination of clothing and armour you want. Traditionally this is done by animating the clothes along with the character, but as my characters are all animated by a skeletal system that could bend limbs all over the place, I want to do it dynamically using cloth. Lets assume I've already got a basic realtime cloth system done, and I want to be able to drape these items of clothing over an animated character and have them stay on and collide with its limbs. My thoughts on the problem: 1- Attach basic geometry (eg boxes and Line Swept Spheres) to the characters skeleton to create a dynamic collision shape. This would be fast and simple to do, but the cloth would not be colliding 100% accurately, and it could possibly get caught in the joints. 2 - Model the Garment to fit a characters reference pose, then at item initialisation assign each vertex of the garment to the nearest vertex on the characters body, and then make sure each cloth vertex stays in the correct position relative to the characters vertex. Could possibly be more accurate, but may be slow, and I have no idea how well it would work. Also it would require some kind of designation of which vertices do this and which are 'loose'. I was wondering if anyone else has any ideas on this subject, as I have found endless articles on cloth simulation, none of them deal with the issue of reaction with an animated character (which at the end of the day, is the point of realtime cloth).