• Content count

  • Joined

  • Last visited

Community Reputation

191 Neutral

About eelke_folmer

  • Rank
  1. Techniques for Free Movement in VR?

    For mobile VR, walking-in-place input is most immersive, doesn't rely on a controller and can minimize motion sickness. My startup just launched a plugin for Unity called VR-step that adds walking-in-place input to any mobile VR project.    If you want to try it out we developed a free (no ads) game called Gravity pull for Android/iOS   Let me know what you think. 
  2. For a research project, I am trying to develop a better understanding of the current challenges of VR game development. What do you currently perceive to be some of the limitations of interacting with low cost VR adapters like Cardboard?    Any input appreciated. 
  3. grid selection based games

    Thanks great suggestions! I tried blokus but it isn't unconstrained unfortunately as your pieces have to connect with your other pieces. Pente is a good suggestion though.
  4. grid selection based games

    I'm trying to create an overview of electronic puzzle/board games that involve grid selection. This selection needs to be unconstrained, e.g., you need to select a place anywhere on a grid and then perform an action such as swap (bejeweled) or place a piece (go). This is unlike chess which is played on a grid but where the grid selection is constrained (you can only select at most 16 pieces). You can include games where the number of selections is decreased each turn by at most 2n such as tic tac toe. If you know of any puzzle / board games that can help me complete my overview, I would be grateful. Name grid size Possible selections Tic-tac-toe 3x3 9-2n Bingo 5x5 25-n* (draw from 75) Bejeweled 8x8 64 Minesweeper 8x8 64-n Pipe Mania 7x10 68-n Sudoku 9x9 64-n Hexic 8.5x10 (hex) 85 Battleship 10x10 100-n Go 19x19 361-2n (pieces get removed)
  5. I recently developed a game and I'm currently looking into some ways of selling my game. The problem is that I'm on an H1B visa which prevents me from being self employed. Does anyone know any workaround? maybe have someone else sell my game instead? Note: i haven't sold any copies yet but i don't want to run into any legal issues potentially losing my visa.
  6. SDL_Mixer lag

    I had a delay at first, but based on the various topics I decreased the buffer to 64 and it worked for me. I'm using AUDIO_S16SYS for my audio format though.
  7. [glut] rotating stroketext

    hey thanks for your reply. Unfortunately it didn't work for me. the gltranslate just moves the vertex positions up & then draws the character there. I don't think any texture function will work since stroke characters drawn by vertex positions and not by a drawing a bitmap. I've checked how glutStroke is implemented, and since it draws one character at a time it automatically translates to the right side and bottom of any drawn letter hence so you can draw letters in succession. Any suggestions? I could write my own glutStroke and then not do the transformation to the right. How exactly does opengl Determine the orientation of the letters with regard to the axes?
  8. I want to rotate some stroke text, but whenever I use the following code it rotates the letter at the bottom of the letter. If you change coordinates e.g. Y axis it takes the left side of the character. I would like the letter to rotate on its own axis. glRotatef(theta, 1,0,0); theta+=0.5; if (theta>360) theta =0; glutStrokeCharacter(GLUT_STROKE_MONO_ROMAN, char('a')); note the code works if you just put glutWireCube() in it. (the cube rotates around its own axis). Anyone have an explanation or workaround? (I could probably translate the letter down or up with tan(0.5) (?) depending on the angle but isn't there a more easier solution?
  9. [SDL] Fullscreen mode not working on mac

    I am running my game on my macbook pro (intel cpu 2.16 ghz). I tried everything that has been suggested even in my native resolution 1440x900 still get the stripes. //************************ //Screen Init //************************ SDL_Surface *screen; SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16); Uint32 flags = SDL_OPENGL | SDL_FULLSCREEN; screen = SDL_SetVideoMode(X_SIZE, Y_SIZE, BPP, flags); if (screen == NULL) { printf("Unable to set video mode: %s\n", SDL_GetError()); return 1; }
  10. SDL Joystick input repeating mode?

    hi, i faced a similar problem this i how i handled it: the joystick model can either be event driven (e.g. an event gets generated when the user presses a button) or poll event driven (every x milliseconds you poll the state of a button or in my case thumbstick). You need a poll event for the last case because only when the user pressed the thumbstick down an event is being generated and not when it holds it down). What i basically do in my main loop is call handleEvents which handles any button press events. And I also poll every 50 ms for input on any of the two axes for the particular thumbstick while (true){ if (! handleEvents() ){ break; } /* TIMER to get joystick input*/ if (!timerset) {timerset=true; start=SDL_GetTicks();} now=SDL_GetTicks(); if ((now-start)>50) { timerset=false; SDL_JoystickUpdate(); window.joyDown(0,SDL_JoystickGetAxis(joy,0)); window.joyDown(1,SDL_JoystickGetAxis(joy,1)); } Now the tricky part is that a joystick provides RAW data and it is up to you to convert it to something meaningful. Here I use the thumbsticks to traverse through a menu. You need to keep track whether the thumbstick is up or down using booleans. there are basically four cases: 1: joy was up and joy goes down -- reset 2: joy was up joy goes up -- go up in list. 3:joy was down and joy goes down -- reset; 4:joy was down and joy goes down -- go down in list. With reset I mean setting the boolen joy up or down to false. I also check whether my input values are above a certain treshold (30.000) to distinguish between jitter and meaningful input. void PWwindow::joyDown(int axis, int value) { switch (gameState) { case MENU: { if (axis == 1) { if (value>30000 && (selection < max_menu_start)) { //down if (Joyup) {Joyup=false;} else {Joydown=true; Joyup=false; selection++;} } else if (value<-30000 && (selection > 0)) {// up if (Joydown) {Joydown=false;} else {Joyup=true; Joydown=false; selection--;} } } break; } other cases. } It works for me. The only thing that is still a problem when the game starts for some strange reason it generates some joystick events (i guess its some sort of init) that sometimes messes up the initialy values of joyup and joydown. I guess if you want to do the same but then only buttons you just have to poll for the state of each button and keep track whether it was pushed down or not.
  11. I'm trying to get my game running in Fullscreen screen = SDL_SetVideoMode(X_SIZE, Y_SIZE, BPP, SDL_OPENGL| SDL_FULLSCREEN); For some reason I have to use SDL_OPENGL to setup the window (leaving it out makes the game crash on my mac). I'm having problems with the fullscreen mode. It starts in fullscreen i see the mouse pointer, then I see some strange stripes moving horizontally across the screen, which reminds me of the old dos days when you selected a wrong video mode. Before i exit the game using a keypress the menu of my game briefly shows up). Does anyone have any suggestions on what to do or is this just a mac only problem? Do SDL_OPENGL and SDL_FULLSCREEN conflict? I can't set a window up without using SDL_OPENGL all of the SDL tutorials that I found on my mac use SDL_OPENGL too.
  12. mabye a N00b question but i've searched the Faq & previous posts & the web but couldn't find an answer to this question i am having some trouble generating stroke text. glLineWidth(width); glColor3fv(colors[color]); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); glEnable(GL_POINT_SMOOTH); for (p = text; *p; p++) glutStrokeCharacter(GLUT_STROKE_MONO_ROMAN, *p); The text apears to miss pixels here and there which only gets worse when you increase the line width. See I've experimented with Line& point smoothing but nothing seems to help it get better. I'm doing some scaling when before I draw the font. Any suggestions? or is this the smoothest you can get stroke fonts? Hmmm i've checked the on blender example but after increasing the linewidth the same thing shows up. ...might be mac only? ...but i doubt it. [Edited by - eelke_folmer on April 3, 2007 12:05:13 AM]
  13. [SDL] joystick

    Thanks that did the trick. I'm still having one problem; i'd like the menu selector keep going down when the player keeps the thumbstick down. But keeping the thumbstick down does not generate an event. Any suggestions on how to do this. Is there a way to poll the joystick at certain times to make it generate an event ?or should I just call getAxisPos() in my gameloop at certain times? Solved it already, putting my code here incase someone runs into the same problem. I'm polling the joystick values for the thumb axis in my main game loop using a timer otherwise you get way to much input. The regular ABCD buttons are still processed using events. Seems to work fine together. /* TIMER to get joystick axes input*/ if (!timerset) {timerset=true; start=SDL_GetTicks();} now=SDL_GetTicks(); if ((now-start)>50) { // tweak with this a bit. timerset=false; SDL_JoystickUpdate(); window.joyDown(0,SDL_JoystickGetAxis(joy,0)); window.joyDown(1,SDL_JoystickGetAxis(joy,1)); } [Edited by - eelke_folmer on April 2, 2007 12:45:17 AM]
  14. [SDL] joystick

    Hi, I'm having some problems hooking up my joypad to my game in SDL. I have searched extensively for tutorials on using joysticks with SDL but I can find very little documentation. I check for SDL_JOYAXISMOTION events. When I call SDL_JoystickOpen(0); I immediately get 8 events. which, int axis, int value 0 0 -32768 0 1 -32768 0 2 -32768 0 3 -32768 0 0 128 0 1 128 0 2 128 0 3 128 my joystick has 2 analog thumbsticks and I suppose this is some sort of initialization, it is not really a problem what a problem is is that when I press any thumbstick in any direction and release it, it generates 2 events, which essentially "cancel" eachother. joy: 0 1 32767 // the downward movement joy: 0 1 -32768 // when released I use the thumbstick to move up and down through a menu a positive value for the 1st axis moves the menu up and a negative moves it down. when I press up the menu moves up but when I release it the event that that generates moves it down again. My joystick works fine with games so can anyone give me any hints as what I do wrong?
  15. How easy is it to develop with existing components? I'm kind of in the process of exploring glueing together / desiging an RTS game, which will be used for scientific research. To keep costs low we selected a number of open source candidate components: OGRE (graphics), OpenAL (sound), torque networking library ( network), python (scripting), ODE (physics). Problem is only that we don't know how easily these components can be glued together and there is no way to find out before actually integrating it. As our requirements might evolve we might end up rewriting large parts and we would have been better of writing our own component anyway. Would it be better to buy componetns that offer more (e.g. integrated graphics/physics) so minimze the number of integrated components? and save implementation costs? are there some useful strategies that we can use? What kind of integration problems can we expect and can we come up with an architecture design that will minimize the coupling between componens giving us some more runtime flexibility?