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About zeeli

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  1. I'm curious, all the Microsoft/Windows Phone related news have a lot more upvotes than the other news. Are some of the upvotes from external sources or is it astroturfing?
  2. Struct within a struct

    a bit off-topic, but you can define integerTest variable like this also: [code] struct TEST { int n; struct DATA { int m; }integerTest; } [/code]
  3. Welcome To The New Gamedev.Net!

    Looks fantastic! Keep up the good work! <br>
  4. Hey dude, there is an article in the old flipcode archive on how to calculate an outline of an object, maybe you can get something out of it? http://www.flipcode.com/archives/Object_Outlining.shtml
  5. Developing games with free software?

    Quote:Original post by DaveMS Cheap as chips. Infact, even cheaper (unless you put a price on your free time that is) [wink] Regarding the use of free software, I totally recommend it. I personally use Eclipse as an IDE, GIMP for 2D graphics, Blender for 3D graphics, and Audacity for audio. I haven't worked on video much, but there oughta be free software for that as well. What comes to the usability, there are some minor issues, like the usability of the UI, bugs, etc. GUI's are not so polished as their commercial equivalents, but beaty is skin deep. In the end, most free software, at least the ones I use, are very efficient and productive.
  6. [SDL] Help with keyboard input

    Quote:Original post by Haytal You should check these links: SDLKey SDL_GetModState SDL_GetKeyState Thanks dude! Those seem excactly what I've been looking for.
  7. Hi. I'm currently writing an SDL input adapter for my game. This game of mine can be compiled to use either NCurses or SDL. The NCurses adapter is simple, it just returns exactly what getch() returns(an integer in range of 0-255). My plan is the make the SDL adapter perform identically with the Ncurses one. The InputAdapter interface looks roughly like this: class InputAdapter { public: virtual int input() = 0; //Wait until key is pressed and return ascii keycode }; class NCursesInputAdapter : public InputAdapter { public: int input() { return getch(); } }; Do you have any pointers or tips on how to implement the SDL part? for example, how do I get ^A-^Z (that is, CTRL + A-Z (ascii 1-26)) with SDL? I apologize for such a novice question, but the SDL documentation sucks a bit and it's always nice to hear if someone has tackled similar issues in the past. Best regards, zEeLi
  8. Untitled

    Grendel kicks serious arse! Never seen 'em perform live though.
  9. Hey man, Check out the manasource.
  10. Heh. It was the depth testing which caused the problem. Thanks mate! PS. I didn't know about grouping those calls, so thanks for that too :)
  11. Hi. I'm drawing a cube in opengl, but it looks like this: and in wireframe: I'm drawing the cube like this: //Topface glBegin(GL_QUADS); glVertex3d(m_t1.m_x, m_t1.m_y, m_t1.m_z); glVertex3d(m_t2.m_x, m_t2.m_y, m_t2.m_z); glVertex3d(m_t3.m_x, m_t3.m_y, m_t3.m_z); glVertex3d(m_t4.m_x, m_t4.m_y, m_t4.m_z); glEnd(); //Frontface glBegin(GL_QUADS); glVertex3d(m_b4.m_x, m_b4.m_y, m_b4.m_z); glVertex3d(m_b1.m_x, m_b1.m_y, m_b1.m_z); glVertex3d(m_t1.m_x, m_t1.m_y, m_t1.m_z); glVertex3d(m_t4.m_x, m_t4.m_y, m_t4.m_z); glEnd(); //Backface glBegin(GL_QUADS); glVertex3d(m_b2.m_x, m_b2.m_y, m_b2.m_z); glVertex3d(m_b3.m_x, m_b3.m_y, m_b3.m_z); glVertex3d(m_t3.m_x, m_t3.m_y, m_t3.m_z); glVertex3d(m_t2.m_x, m_t2.m_y, m_t2.m_z); glEnd(); //Leftface glBegin(GL_QUADS); glVertex3d(m_b3.m_x, m_b3.m_y, m_b3.m_z); glVertex3d(m_b4.m_x, m_b4.m_y, m_b4.m_z); glVertex3d(m_t4.m_x, m_t4.m_y, m_t4.m_z); glVertex3d(m_t3.m_x, m_t3.m_y, m_t3.m_z); glEnd(); //Rightface glBegin(GL_QUADS); glVertex3d(m_b1.m_x, m_b1.m_y, m_b1.m_z); glVertex3d(m_b2.m_x, m_b2.m_y, m_b2.m_z); glVertex3d(m_t2.m_x, m_t2.m_y, m_t2.m_z); glVertex3d(m_t1.m_x, m_t1.m_y, m_t1.m_z); glEnd(); The corner positions are set like this: m_t1.m_x = m_position.m_x + 0.50; m_t1.m_y = m_position.m_y + 0.50; m_t1.m_z = m_position.m_z + 0.50; m_t2.m_x = m_position.m_x + 0.50; m_t2.m_y = m_position.m_y + 0.50; m_t2.m_z = m_position.m_z - 0.50; m_t3.m_x = m_position.m_x - 0.50; m_t3.m_y = m_position.m_y + 0.50; m_t3.m_z = m_position.m_z - 0.50; m_t4.m_x = m_position.m_x - 0.50; m_t4.m_y = m_position.m_y + 0.50; m_t4.m_z = m_position.m_z + 0.50; m_b1.m_x = m_position.m_x + 0.50; m_b1.m_y = m_position.m_y - 0.50; m_b1.m_z = m_position.m_z + 0.50; m_b2.m_x = m_position.m_x + 0.50; m_b2.m_y = m_position.m_y - 0.50; m_b2.m_z = m_position.m_z - 0.50; m_b3.m_x = m_position.m_x - 0.50; m_b3.m_y = m_position.m_y - 0.50; m_b3.m_z = m_position.m_z - 0.50; m_b4.m_x = m_position.m_x - 0.50; m_b4.m_y = m_position.m_y - 0.50; m_b4.m_z = m_position.m_z + 0.50; m_position is the position of the cube (center) What am I doing wrong? [Edited by - zeeli on October 30, 2009 4:49:17 AM]
  12. Hi. I'm creating a game/level format similar to the first two Grand Theft Auto games where the levels consist of blocks with max 5 faces(top and the sides). Each face should have it's own texture and the corners should be adjustable(Meaning that I could create a sloped block if I wanted to) Also I have no idea how I could manage the positions of the blocks. The blocks should be positioned strictly next to or on top of each other in a grid like fashion. I'm having some trouble turning that vision into code. I'm using C++
  13. I found a switch from the KDevelop project settings to override the working directory. I've always thought that by default it would be the dir where the executable is ran from. Well, atleast I learnt something huh. [smile] Thank you all!
  14. I'm using KDevelop. I've tried copying the data directory everywhere. I even tried and copied the test.png in the same folder as the program binary. Nothing works but the absolute path.