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About sckoobs

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  1. I'm no authority by any means but the way I see it is there are 3 options. SDL - a little old and clunky, but proven and has been around the longest; GLFW - slim line, less code than SDL, fairly flexible; SFML - less coding required, comes with sound, graphics and network capabilities, but do these tie you down?; I have already written a game in SDL and I cannot complain about it as it provided everything I was looking for and I just plugged in any additional 3rd party libs I required, e.g. for image loading/manipulation: freeimage, sound: OpenAL, etc... I'm now migrating over to GLFW as there seems to be more resources out there than there are for SFML, there's less plumbing than is required for SDL and I prefer to choose my own libs as previously mentioned. It's really up to yourself, if you don't mind the libs that using SFML ties you into then go for it. I've not had any experience with it so I'm unsure how easy it is to opt-out of using the provided libs. Also, what if you don't want network functionality - does SFML allow you to remove it so you can cut down your distro package size? The roadmap seems to suggest that SFML is still a little immature for a 1.3 version number IMO.
  2. How about adding some details of font rendering engines such as FTGL and SDL_ttf? I'm stuck for a font rendering library now that FTGL (http://homepages.paradise.net.nz/henryj/code/) is no longer supported. I traditionally used Freetype2 to link to FTGL and used the combination as my font loading/rendering facility. Freetype2 has now progressed so much that it no longer compiles with FTGL and I want to avoid having to patch FTGL if I don't really have to (i.e. I find another good font lib). I'm now planning on moving from SDL to GLFW, as such I don't want to be using SDL-related libs, so SDL-ttf is out the window. Does anyone know of any good, OpenGL-friendly, actively-supported, open source, multi-platform and well documented font loading/rendering APIs out there?
  3. I'm looking into using zlib to compress all of my game data files. I've seen some of the examples of zlib and read pieces of the manual and it all looks pretty straight forward. I'm looking to use zlib for a slightly different purpose however, rather than compress multiple files into multiple files I want to compress multiple files into one file (similar to common zip utility compression archives I'd imagine) and be able to open that file in the initialisation of my program and be able to read each of the compressed files back into memory for normal use. The problem that I see arising is that I'll have my compressed file containing all of the other files, but how do I distinguish between the files in code when I'm loading them from the compressed file? I had thought of making my own headers that I'll write into the compressed file, but I get the feeling that zlib might already take care of this for me? As my knowledge of zlib is very limited (considering I've only just started looking at it) I was wondering how this might be achieved and if anyone knows of any tutorials/examples that specifically deal with this scenario, as all the examples I've seen so far seem to compress only one file into another. Cheers, Andy.
  4. Just created a new one which doesn't require the Box2d function. Just used one big triangle fan (which never occurred to me before now). void RoundedBox2D(int x0, int y0, int width, int height, int radius) { double inc = (2 * PI) / NUM_SIDES; double total = 0; float x, y; int count = 0; // the staring coords of each of corners float start[4][2] = { {x0, y0 - radius}, {x0 + width - radius, y0}, {x0 + width, y0 - height + radius}, {x0 + radius, y0 - height} }; // four corners and 2 coords (x, y) float corners[4][2] = { {x0 + radius, y0 - radius}, // top left {x0 + width - radius, y0 - radius}, // top right {x0 + width - radius, y0 - height + radius}, // bottom right {x0 + radius, y0 - height + radius} // bottom left }; // populate the vertex coords array glBegin(GL_TRIANGLE_FAN); { // first coord is the center of the panel glVertex2i(x0 + (width / 2), y0 - (height / 2)); total += inc; // start populating from the 9 o'clock position on the top left hand corner for(int i = 0; i < 4; ++i) { int startingCornerVertex = i * (NUM_SIDES / 4); glVertex2i(start[i][0], start[i][1]); for(int j = (NUM_SIDES / 4); j > 0; --j) //for(int j = 0; j < (NUM_SIDES / 4); ++j) { x = cos(total); y = sin(total); total += inc; glVertex2i(corners[i][0] - (x * radius), corners[i][1] + (y * radius)); } } glVertex2i(start[0][0], start[0][1]); } glEnd(); The new source and program can be found in the same place as mentioned in my last post. Hopefully this will help you out xargon123. Still haven't sorted out antialiasing, anyone care to hazzard a guess?
  5. I had a go at the rounded panel idea and came up with a method that uses the GL_TRIANGLE_FAN. void Box2D(int x0, int y0, int width, int height) { // glBegin(GL_QUADS); { glVertex2i(x0, y0); glVertex2i(x0 + width, y0); glVertex2i(x0 + width, y0 - height); glVertex2i(x0, y0 - height); } glEnd(); } void RoundedBox2D(int x0, int y0, int width, int height, int radius) { // four corners and 2 coords (x, y) float corners[4][2] = { {x0 + radius, y0 - radius}, // top left {x0 + width - radius, y0 - radius}, // top right {x0 + width - radius, y0 - height + radius}, // bottom right {x0 + radius, y0 - height + radius} // bottom left }; float start[4][2] = { {x0 + radius, y0}, {x0 + width, y0 - radius}, {x0 + width - radius, y0 - height}, {x0, y0 - height + radius} }; double inc = (2 * PI) / NUM_SIDES; double total = 0; float x, y; int count = 0; // top left rounded corner first for(int i = 0; i &lt; 4; ++i) { // draw a rounded corner glBegin(GL_TRIANGLE_FAN);//POINTS); { glVertex2i(start[i][0], start[i][1]); glVertex2i(corners[i][0], corners[i][1]); for(int j = (NUM_SIDES / 4); j &gt; 0; --j) { x = cos(total); y = sin(total); total += inc; glVertex2i(corners[i][0] - (x * radius), corners[i][1] + (y * radius)); } } glEnd(); } // Box2D(x0, y0 - radius, radius, height - (2 * radius)); Box2D(x0 + radius, y0, width - (2 * radius), height); Box2D(x0 + width - radius, y0 - radius, radius, height - (2 * radius)); } The code assumes that your 2d world orgin is in the bottom left corner of the screen, though I don't think it really matters. The exe (using GLUT) and source code can be found here: http://myweb.tiscali.co.uk/incognito/roundedrec.zip You will notice when you run it that there is a slight anomaly in the rop right hand corner which I haven't been able to fix yet, perhaps it just requires more accurate coords than floats, so if anyone fixes that it would be nice to share. Also I have no idea how to antialias using OpenGL, lines are easy enough, I tried the same principal with GL_POLYGON_SMOOTH hint but still didn't manage to get it to smooth at the corners, i've left that code in there, so any suggestions are welcome! Forgot to mention, NUM_SIDES in the source code MAIN.CPP is what controls the resolution of the corners, each corner is has a number of sides equal to NUM_SIDES / 4. The smaller the radius the smaller a resolution you can get away with visually, with the radius at 70 pixels, I find 32 a decent resolution.
  6. Heh, yeah thats a problem, at the moment there is no separate project that compiles a lib for example, you'll just have to prise the cpp and h files from the scenegraph project, you'll either have to copy the misc tools files as well or go through the code and replace them with your own tools. Maybe a lib project would be a good addition to the archive? Not sure how easy that would be though!
  7. The scenegraph demo uses glut so perhaps you don't have the glut32.dll and lib files? Try the opengl website to get the archive containing all the neccessaries; http://www.opengl.org/resources/libraries/glut.html
  8. I found this thread a while ago when I was searching for a light weight and portable GUI for my game (and other projects) and I'm very impressed! I'm currently trying to implement it into my game and was wondering what the status is on its development? notice I'm calling it 'it' a lot :) What was the official name in the end? I have some Qs that someone could perhaps kindly help me with: 1. JavaCoolDude, you stated that you were currenly integrating this project into another one similar to DXUT, what is the progress on this? What are the implications of such a development? 2. Is anyone still actively working on this project? 3. Is there a controled source repository set up for development purposes? I ask because when reading the thread I noticed that JavaCoolDude said some things were fixed such as not being able to grab hold of the outside side (if that makes any sense) of the slider handle when its at the end of the slider and in the version I downloaded from the updated first post, that problem still exists. However the custom string issue seems to have been removed. 4. I noticed the sourceforge project page is up but its devoid of content, any plans to start using this? 5. I currently use FTGL (with freetype2), a font glyph renderer for opengl), to render text and I was wondering how easy it would be to merge this with the GUI, as I understand that the fonts are loaded from a .tga file at the moment, how engrained into the gui is the .tga (texture fonts I assume) functionality? Perhaps this should be another pluggable part of functionality similar to what was being mentioned about the proprietry texture manager? (everyone should be using DevIL anyway :P). I guess I'm just concerned that this fine project will stop being developed. There are some things I'd like to add, including a list box widget, as well as clearing up the other things such as the text box issues that relpats_eht mentioned in his post (10/17/2005 4:07:18 PM), etc... and adding a text area, all if my humble programming skills are up to the challenge! I also have this nasty habit of documenting things as I use them, to solidify my knowledge of them, so I want to write a user guide with tutorials/examples sort of affair but, what format should this take? An absolutely superb effort guys!
  9. Thanks for the help guys, I went with this rather simple solution: float g_fBoardX = SCRN_WIDTH; if(g_fBoardX < 1.0f) g_fBoardX = 0.0f; if(g_fBoardX > 0.0f) g_fBoardX -= g_fBoardX / 10;
  10. I'm trying to find a way to move an object accross the screen smoothly from right to left with a start point of SCREEN_RESOLUTION_X and an end point of 0 but I want to move it fast at first and then slower as it reaches its destination, similar to: x -= x / 2 but dividing by two means I'll never reach 0 plus I think it will move perhaps too fast at first. Has anyone imiplemented anything like this or have any suggestions? Any help is much appreciated!
  11. ! As preposterous as it may sound, I think you need to spend some time away from your computer, dude :)
  12. Its a sound library: http://audiere.sourceforge.net/ I think there should be a sticky thread in this forum listing all of the available game libraries by category for sound, graphics etc... it would be a hugely helpful resource and would help bring some under-exposed and deserving projects into the limelight.
  13. Roots: that depends on what you are looking for, there are font libraries that render antialiased text, 3d geometery text, bitmap fonts... the lot, or there are simpler, lighter libraries that only do bitmap fonts for example. It really depends what you are looking for. Bitmap fonts are perfectly ok for just about any use, but characters in true type fonts are not restrained to one height and width as bitmap fonts are. There are some font functions available under glut if your are using opengl but last I looked they are pretty limited.
  14. I have a bit of a problem, I am coding an asteroids clone and I have lists of objects (asteroids, player bullets, enemies, enemy bullets, etc) that I wan't to check collisions for. My collision checking routine has already gotten kind of messy. Does anyone know of an elegant and efficient way to handle interactions between large amounts of different types of objects in a scene?
  15. I personally use the freetype library (http://www.freetype.org/)in combination with FTGL (http://homepages.paradise.net.nz/henryj/code/), but, of course I use opengl under sdl, so if you are sticking with conventional sdl surfaces you'd be best with sdl_ttf as the other guys suggest, but i've never used it personally so I don't know much about it.