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Just Chris

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About Just Chris

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  1. Fillrate has to do with it, since it does render quicker in low resolutions. But I just figured out the problem...the matrix stack operations were inside the loop that renders the quads. After I removed them and replaced them with translate and rotate operations, it runs much smoother. The original code just wasn't written to move so many polys.
  2. Actually, the textures are only loaded once and glBindTexture is just used to set the texture to the geometry on every main loop of the program. Nothing strange about that. However, it seems that the textures aren't the problem at all. Now the topic title is misleading >_> I commented out the texture loading code and my program still runs sluggishly about 2fps with a few thousand quads on the screen. Is this unusual? My vid card is a GeForce2 MX400. Nothing amazing, but I'm still stumped as to why this runs so slow when I can play UT2004 very fluidly at the same res as my program (800x600).
  3. [big edit] Doesn't make sense to make a new topic about my updated problem, so I'm restating it here. My initial topic was that TGA textures were slowing down my program. Just made a discovery. Loading textures doesn't seem to be the problem. Just displaying a few thousand untextured polys (<5000) is a chore on my system, Even when using a display list. I didn't have a routine to calculate fps on my program so this is just with my naked eye. 40 polys - >60fps and animates very well. 400 polys - framerate drop starts to become noticeable. Somewhere between 20 and 30fps at this point. 4000 polys - Big drop in framerate. Somewhere around ~2fps So is this unusual for a basic OpenGL program? [Edited by - Just Chris on November 7, 2006 2:30:44 PM]
  4. Just Chris

    Torch/camera-light source...?

    Maybe it's because I've been playing a lot of UT2k4 but from your previous post, the second picture looks more natural. This looks like ambient occlusion, which is the way the Unreal engine computes shading and produces shadow maps. I would use the result from the second screenshot and add some distance fog. Oh, and like RAZORUNREAL said, I would suggest using framerate-independent animation. There's a lot of slowdown whenever the screen displays a lot of wall panels. Divide the distance that the "camera" moves by a variable that gives the FPS. You should be able to find several ways on how to calculate the FPS in your program.
  5. Just Chris

    Torch/camera-light source...?

    You use light attenuation this way: glLightfv(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 1.0); Change the number to your preference. You can also repeatedly call this function for constant and linear attenuation, and use them together. All three types of attenuation are calculated together. They all reduce the light intensity by distance.
  6. Right now I'm working on a puzzle game in 3D. The playing board will be seen pretty much from the same perspective, although the user has the option to spin the board and its pieces around (not move the camera). Nothing in this game is supposed to cause the camera to move, or get too close to the camera. Seems kind of lazy but it works. I didn't use GlOrtho at first, in order to test display elements of the HUD. But I decided to keep the no-GlOrtho approach. Instead, the HUD fakes the ortho view, by loading the identity matrix and translating a short distance down the Z-axis. Everything is displayed as textured quads. So far, I haven't encountered graphical glitches. Would you suggest keeping the HUD this way if it works?
  7. It's funny sometimes how some games with seemingly unappealing themes or subjects on the surface can attract people because of its gameplay. For instance, I don't play "real" sports games at very much, unless they're very arcadey which is an appeal for Hot Shots golf. Collecting outfits and accesories (some that enhance your skills) is addicting. On the other hand, I've had my hand at realistic football games like Madden and the NFL 2K series and still enjoy them despite not following the actual sport. It's in their likeness to turn based strategy games (because for the fact that football really is a strategy game). Just set up your men, give them individual orders and then execute your plan in real time. It carries the same enjoyment and thrill I would get if I was controlling a squad of knights, mages, etc.
  8. Just Chris

    Poll: Most cliche RPG classes of today

    The time mage was a very cool concept when it was just new, but I found many video games to fall short of its potential. One role I'd like to see more -a SOUND mage. Play psychological tricks with your enemies with sound beam projections, or make them physically ill...hmm, how would sound come into play in battle? Wish more games can play with the idea of sound more.
  9. If you really want to get into the creative side of 3D modeling, then I suggest not to turn down the fine arts program yet, just because it doesn't involve 3D computer graphics. Learning the principles of sculpture can go a long way in producing detailed, well-proportioned models in 3D. You'll get a good sense of depth and space taking drawing and scuplting classes, and also learn how to tell compelling stories with a single image. Fringe classes like color theory are also good for design. Good artists don't start out by staring blankly on the computer screen, they sketch out their ideas on paper first. Remember that the software is used to enhance your ideas, not merely produce them from scratch. You will probably benefit from a minor in fine arts, if you decide to get your major in another degree.
  10. So far the general idea I'm getting is that no demo work is needed at the time of the interview, just a solid education and experience. About these coding tests, are they usually given after the interview, or before the interview to filter out applicants? To answer tsloper's question, I was trying to balance out my interests. But for the last couple of years, I was coding a lot more than drawing, and my text editor became my main canvas. So right now the programmer jobs appeal to me more. Interactive media is my strong point. Although I'm from an art background I have done course projects involving C code, microcontrollers and info architecture on the web. Recently I've worked as part of a team building a CMS module for the art department site's new backend code. I'm planning to list some of these projects on my resume. More importantly I will probably focus more on a minor in CS. That should count for something, I hope.
  11. I know art people need portfolios, so do most programmers need their own 'portfolios' too? Most of my programs are scraps right now, and nothing I feel worthy of releasing to the public. Of course I know that you have to show your best, but I don't know what will make the cut. Here's what I have done: -basic engines for GUIs and input. (still a work in progress, I could flesh it out more) -A few simple puzzle games. (I also want to refine these) What I plan to do in the future: -Work more with microcontrollers. First big project would be a large digital wall clock with modular digits. -Use the Sony PSP to communicate with those kids of devices with wi-fi -Some finished homebrew games/programs for PSP I see myself more as an artist than a technical guy, but I like tinkering around with electronics and solving problems. I think what will hurt my chances are that I'll have an art degree and not programming. My experience goes as this: I don't have much formal education in CS. And also know how to code CMS-driven websites (which got me into programming). So what do you suggest?
  12. Just Chris

    Violence on our Society

    I also don't understand the application of zero tolerance and selective observation, especially as it applies with scapegoating video games. Isolated incidents get treated like they're an epidemic waiting to happen, and a lot of scare and paranoia follow. Well, zero tolerance implies 100% flawlessness, and as humans we cannot achieve that. Really, how can we expect to follow zero tolerance laws? We get frivolous lawsuits because of human error, well frivolous lawsuits themselves are a human error...in reasoning. Banning products for a trivial cause is a lazy way to cover up human error.
  13. Just Chris

    In need of some inspiration

    I have a good idea of how the gameplay is going to be laid out for my next game, but I need some references from some well-polished indie PC games for inspiration. This game in particular is going to be like Advance Wars (a turn-based strategy for GBA) and I liked the overall look and feel of the visuals. However, I find it hard to make graphics using nothing but small pixel sprites look good in large resolutions. I will stick to 640x480, or possibly go as low as 320x240.
  14. Just Chris

    oppinion? 3D Studio Max vs Miya 3D program

    Both programs are pretty powerful and very popular in the industry. 3DS Max has a slight edge in popularity but Maya's use has grown rapidly in recent years. You can't go wrong with either one.
  15. Just Chris

    Question a grizzled and not yet bitter veteran

    Quote:Original post by ApochPiQHigh-level script programmers are quite common; I don't know of a widespread title for them. On our team they're just "programmers" or maybe "scripters" when we talk about them internally, and always "programmers" publically. Usually you'll be expected to be competent enough to write solid code regardless of the language, although working in a scripting language will tend to be less demanding on arcane programming knowledge than, say, 3D engine development. There's definitely a good chance that you can get an entry-level position if you have a solid portfolio in similar, high-level languages. Experience with tools like Python, PHP, ASP/VBScript, javascript, etc. will all count here, although you'll be expected to have done some solid projects - a couple of PHPBB hacks and a floating javascript menu won't count [wink] Sounds great- I'm actually well experienced with PHP, MySQL and web development, and have been making a couple CMSes in my spare time, and recently made one for a client. Since web-related jobs are very quick to come and go, at least I know I can apply it for a game job. After exploring the nuances that C/C++ have to offer, going back to make PHP projects is a piece of cake now. :D
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