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About dtaylorjr

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  1. What Does XNA Lack?

    there is probably no sound API in XNA because I think DirectSound is being deprecated (this might be because DirectSound is now emulated in Windows Vista). Because of this, the best audio library to use for direct access to the sound hardware is OpenAL.
  2. What's a very easy free 3D modeller???

    Quote:Original post by Professor420 ZBrush CANNOT take the place of a normal 3D modelling program. Technically and functionally it cannot function in that capacity. Free modellers/animators are pretty much limited to Blender or Wings3D combined with Anim8or. I like Wings3D alot. Seemed to be much easier for me than using Milkshape. I haven't tried Anim8or yet, but I think I will try that one next.
  3. This is what I would do if I were teaching the class: Since it is only for 1 week, focus on making a simple game using an easy to use Scene Graph Engine (Java Monkey Engine or Java 3d). 1. first talk about the history of video games 2. talk about 2d graphics (pixels, monitor refresh rates, etc., sprites) 3. then talk about 3d graphics (vectors, triangles, textures, models, 2d viewport, etc.) 4. then introduce a Scene graph concept. (a tree like structure of Nodes (each Node can contain other Nodes or Geometry) 5. Provide the source code to a simple sample 2d game composed of many Quads using Java Monkey Engine, or Java 3d. (be sure to spend one class to walkthrough the source code) 6. Since 1 week, is barely enough time to do any programming, I would make the assignment be an extension to the sample game. Perhaps adding another alien ship, or another level, or something to the game that you provided.
  4. Torque Game Engine

    Depends on what you want to make. If you want to make a simple FPS, or simple racing game, and you like programming in a 'C' like scripting language then the Torque engine is probably an excellent choice. If you want to make any other type of game, you probably would be better off choosing a more customizable solution (learning a language + using Opengl, Direct 3d, or a low level engine like Irrlicht, Ogre3D, or even a scene graph engine like Java Monkey Engine).
  5. Money of Open Source

    Your correct, and it has already started with things like: game and/or rendering engines: Java Monkey Engine, Irlicht, Ogre, etc. Modelers: Blender, Wings3D, etc. As these products mature and get better, there will be no good reason to buy that $1,000,000 engine, or $2,000 modeller. As for money in open source: It's not going to happen. However, open source projects are good way to get noticed by another company. These companies can then hire you as a "special" (well paid) consultant when they start to use the product you took the initiative to develop. It's also a big + for your resume. Quote:Original post by leoptimus I'm after the money too, and I'm not defending Open Source. Just I wonder how the Open Source can be too powerful. Take a look what happens to the Web industry: Open source takes the road; commercial propietary solutions on web development are very impopular; while Open Source software becomes more stronger and popular : Apache, MySQL, Postgree, PHP, Linux... etc. If so, very soon open source will attack game industry.
  6. Well, dual core processors are now going to be the standard for low end pcs thanks to the new price wars from Intel and AMD. And it's a shame that only one core will really be used most of the time since 99% of the programs out there are still single threaded. I think the reason for this is quite obvious, we just don't have a good programming language to support easy development of Threads. With the state of current languages it is easy enough to create a Thread, and run it. But, we really need something even easier if we want more Threaded programs. I think there is a good opportunity for Java or C# to introduce new syntax for each language and it's JIT compiler to automattically make the program multi-threaded if it detects a core not being utilized. lets say you had 3 methods, and all 3 methods could be executed at the same time, but all 3 needed to be done before the fourth method executed. - with new language syntax this could be achieved like this: public void someMethodToRunTasks() { executeTask1() can run asynchrously executeTask2() can run asynchrously executeTask3() can run asynchrously executeTask4() depends on executeTask1, executeTask2, executeTask3 } then the respective JIT compiler could then take those dependencies and automattically create the best possible threaded program without the programmer doing anything except specifying the dependencies. Of course i don't think it's this simple (there would still be additional rules and behavior to be defined) but I think this is definitely doable, and would encourage development of multithreaded apps.
  7. What programs do you use to draw?

    I use Paint Shop Pro X. If you watch for mail in rebates, you can probably get the latest version of Paint Shop Pro for ~$60 to $50 after rebates. I bought my version a year ago from the local Fry's just because of the rebate opportunity. I think Paint Shop Pro is a great cheap alternative to the very expensive Photoshop app. I tried Gimp before I bought Paint Shop Pro, but i really just could not get use to Gimp's interface. Needless to say, Paint Shop Pro was worth every penny of the little money that I spent on it.
  8. If going the 2d route, Blitz Max is good for beginners. You'll pay about $80 to get it though. My major disapointment with the Blitz products is the IDE. The IDE for Blitz 2D/3D/Max just does not have the nice editing features that are standard in so many other IDEs (Eclipse, Visual Studio, etc.) There are a lot of better free alternatives to Blitz 2d/3d/Max (and with better IDEs) A beginner could easily choose any of the following and not go wrong: 1. Java - easy to learn, and object oriented. Runs on any platform. Fast, uses JIT compile, and automatic garbage collector. The better graphic engines for Java focus on using OpenGL / OpenAL based libraries. or 2. C# - has all of the benefits listed for Java except can only run on Windows. Very good choice for Managed Direct 3d based programs. Use this if you don't want to use OpenGL and/or only want to target Windows PCs. or 3. Python - scripting language that is easy to learn and has some nice 2D and/or OpenGL libraries available.
  9. Good game. Could use some sound and then it would be awesome! As far as not getting the highscores saved, that could be a client side firewall issue. (Of course if your just using HTTP and port 80 to send the high score, it's probably not a firewall issue) I was not able to save my score either. (using regular IE 6 with XP sp 2 firewall enabled) Update: high score saving does work. The game did freeze up on me once, so you might have a bug in the code. (had to close the browser) I agree with a previou poster, you might want to add levels (to make it more arcade like, and give the player a pause) [Edited by - dtaylorjr on July 9, 2006 11:06:24 AM]
  10. Any way to do something similar using a fixed function pipeline? I'm trying to support old cards/ laptops that do not have shaders yet. I think the only way in this case is to write new textures to the polygons (switching between texture colors).
  11. Collision detection

    Quote:Original post by chimera007 How do i find a way to collision detect a tetris game wanna be? How do i attack the problem? I would approach this in a different way. I would construct a basic square part. Each tetris piece would then be composed of this basic square component. So, your collision detection routine would only need to check if any of the square components on the current moving piece would hit any of the square components on the pieces that are not moving.
  12. help: 100% CPU usage..

    There is a way to enable vsynch, so your game will only update every frame (instead of updating x times a frame). This will also reduce the cpu time quite a bit, since your game will be waiting for the next frame to update. To me, this makes more sense, since you need at least some spare time for background tasks like garbage collection (Java, C#), or at the very least the usual OS tasks need some %.
  13. Saving/Loading with Java

    if using java, i highly recommend using XERCES to build a XML Document (DOM) object. Then you can just output the XML DOM object as a String to a file. Using XML is a great way to save data. The drawbacks are: 1) big file size, 2) increased parsing time, and 3) hackers can easily modify the data. The positives are 1) easy to read, 2) easy to modify and change 3) can be changed in a way to support backwards compatability with older files (ex. adding new attributes or elements might not break the loading of older files). If your worried about hackers though, definitly don't go with XML, (or text). In that case, I would choose a binary form (object serilization might be the easist route to take in this case)
  14. Fullscreen vs Window

    If I were you, I would only support full screen. Besides who wants to play a game in a window.
  15. java versus c++ for a 3d game

    the immediate future in the industry is still C++. But, I don't think anyone can predict what the long term future is. Everything changes very fast. Remember, 15 years ago, assembly language (for x86, 68000, 6502, etc.)was the game programmer's choice, and everyone thought C/Pascal/etc. was slow and unusable for games. In order to be efficient, smart developers started writing the majority of their code in C/Pascal, etc, and mixing assembly language in as needed for optimizations. Now C++ is the preferred choice (but it only has been for the last 6-7 years) Java and other languages are slowly becoming good alternatives to C++ and may be accepted in the near future as a standard in the industry.