I just ordered an Oculus Dev Kit
I had been thinking of that for a while now and today I finally did it. I think it would be pretty cool to try to combine it with Leap Motion. Though I still have to acquire the last one. Anyway, can’t wait to try messing around with it.
Started doing some actual work
I started writing a small game engine, basically a state machine with an abstraction layer to SDL. It’s been a while since I’ve actually done anything object oriented with c++, so I did run into a few probably stupid mistakes. Also found out that calling c_str every frame is not a good idea. Sending a const char* instead of a string and converting that one is a better idea. I was...
Today I decided to mess around with LUA
And after a bit of messing around (findng out I had to compile LUA first tp a library), I managed to embed it into c++. And a little bit later I managed to actually start the script. Eventually I mannaged to call C++ functions from within the LUA script. For some reason the LUA script only executes when I run the exe and not when I run it from Visual C++.
More Progress: SDL tutorials finished
Today I finished those last 6 SDL tutorials on LazyFoo. Including the one about OpenGL, which I wasn’t immediately planning on doing. So today there was Pixel Manipulation and Surface flipping. Frame Independent Movement. Which was kind of a repeat of stuff I learned before. Multithreading, Semaphores, Mutexes and Condition. That was mostly new. And finally the SDL with OpenGL tutorial....
So today I started messing around with Minecraft...
Thanks to the tutorials, I successfully added some items and textures.
Indie Speedrun, didn't make the deadline, but but...
Our theme was captivity and our element was umbrella, so we were going to make a platformer that involved using an umbrella to glide and water puzzles and stuff. Had a lot of fun working on the tile map editor. In the end we were too tired to continue. …For some reason I now feel like working more though…
Alright, so here's a little update
My exams finished last week or so. Here’s hoping they went well. I found out about the indiespeedrun around the same time and decided to enter with a friend around the holidays. http://www.indiespeedrun.com So now I’ve been a bit busy learning to use Unity and some Blender. So far, I managed to have a model import with animations (Which I made) from Blender. Did some first person...
Made a bit more progress yesterday
Tiling and bitmap fonts were on the menu.
Alpha Blending and Particle Engines
That’s the progress I made today. Well, yesterday, because it’s already past midnight now.
Even more progress
Today I looked into Joysticks and window events. And I did some experimenting with my xbox 360 controller. I’ll need to do some more to be able to use it, though. I’ve only messed with the 5 Axes. I’m gonna have to test the buttons too.
A little bit more progress
I did the Game Saves thing anyway. That went pretty well.
Progress! And a lot more than usual. Because I...
I finally got around to actually doing that pixel per pixel collision detection tutorial. I also did Circular collision detection, scrolling and scrolling backgrounds. Pretty much the same as what I had in college when I was still on that game development course. I also did the getting string input tutorial, which was pretty new, I guess. Well, it’s just handling keyboard input, but it...
Hairloss, the bane of my existence
It’s happening once again… As it’s been happening since June or so… As it happened 3 years ago… I’m losing it again… And for the last month or so it’s been getting worse… Everytime I run my fingers through my hair, I’ve got half of it with me. Okay, that’s an overstatement, but you know what I mean. At the end of class...
I got distracted and didn’t really get to do anything other than read the tutorial… Had to sew a rip in my coat and stuff…
Nothing to do for school? Time to do some more...
Well, time to figure out pixel per pixel collision detection. In case you were wondering, I’m following these tutorials at the moment. http://www.lazyfoo.net/SDL_tutorials/lesson18/index.php
Alright, I’ve got rectangualr collision detection. I don’t think I’ll start with pixel per pixel collision detection today.
I’ve got a dot moving over the screen now. On to collision detection.
And now I had my second Japanese class
We’re starting to learn writing Hiragana.
So I just had my first Japanese class today.
It went pretty well. And the schedule for my college classes this trimester is prety good.
I'll be following Japanese lessons this year
Once a week, after my college classes.
Time to stop procrastinating and get back to SDL
Because seriously, I’ve been wasting a lot of time.
I passed my exams.
Game engine structure: state engine →
An article describing a state engine.
Back to SDL
I got it working like it should, unfortunately, the visual studio on my desktop doesn’t seem to support x64 platforms like the one on my laptop does. Not sure why, I’ll have to work with only Win32 for now.
I'm putting all SDL and OpenGL stuff on hold for...
They’ll be for the next 2 weeks and if everything goes well, I should have about 3 months of vacation after that.
Putting images on the screen works too.
Finally got SDL working...
Seems like SYSWow64 and System32 aren’t good places for the dlls… But it works when they’re with the executables.
I'm checking out SDL for a change.
Was planning on trying to use that in combination with OpenGL.
lambda-dusk asked: I don't understand what you're doing, the glew is merely a single .h file.
Visual C++ project conversion trouble
I can’t seem to convert the vc6 project of GLEW to a visual C++ 2010 project on my PC, even though the exact same thing worked fine on my laptop. So now I’m installing visual c++ 2008 as an intermediary step in the conversion. Let’s see if that works. UPDATE: It works!
Maybe I'll check out NeHe's tutorials on OpenGL...
The linker errors from the last post were solved by compiling the glew dlls from source. I think I’m actually getting somewhere.
Well, I think I'm making some progress.
No more problems with undefined types. But I do get some errors when building. 1>main.obj : error LNK2001: unresolved external symbol __imp____glewClientActiveTexture 1>main.obj : error LNK2001: unresolved external symbol __imp____glewBufferData 1>main.obj : error LNK2001: unresolved external symbol __imp____glewBindBuffer 1>main.obj : error LNK2001: unresolved...
OpenGL, finally some time to continue.
Until now I haven’t gotten it to work with VBOs yet, but maybe GLEW will help…
lambda-dusk asked: Yes, a very special case. that depends on the implementation, naturally. I'd like you to look up "browserquest" which is a Browser-MMORPG with open source.
lambda-dusk asked: mostly you end up with this: Collisions and animations are handled by the client, and any action that would influence others is checked back with the server. Even the actions of other players are "predicted" in a way, so the server load is reduced and the player still sees a continuous game.
lambda-dusk asked: It's a bit of a dilemma: You want as much logic as possible on the client, because that's faster and more responsive. But at the same time you can't trust the client with anything, so you want as much as you can on the server to make sure it's all legal and correct.
lambda-dusk asked: It's the very same way your dedicated client application does it.
lambda-dusk asked: Well, no. In the end, the game you're starting is just a browser, too. You could modify it in a similar manner, hack it just like you do it with a browser game. So when you do an action, it is sent to the Server. The server will check if it's OK. In the meantime, the client does it, but can rewind when the action is illegal.
lambda-dusk asked: I want to make it entirely in-browser, using the server only for transactions and such. You actually don't need such a big server for it.
lambda-dusk asked: You know, for ages I have been wanting to make a game called "FreeTrade", which is like EVE but in 2D. What do you think?
Alright, here's a little update
I’ve been taking a break from RPing on tumblr for a while now. I was about to come back, then I rediscovered EVE Online. I also found out about Notch’s new game 0x10c, so I’ve been messing around with the game’s assembly code (Or what it is until now). In the game, you’ll have a computer, which controls the engines of your spaceship, and you’ll have to program...
So AMD responded... Seems I need to get a new...
Oh well, at least my desktop can handle the job…
Alright, so I made my first Git repository
Just making a small collection of methods to read and write files. This should help me get used to Git/Github and help me get used to the c++ syntax again, since it’s been a while since I last used it.
Just posting a bunch of links to documentations...
Where did all my links go? Oh well, let’s try this again… http://www.songho.ca/opengl/gl_vbo.html http://www.opengl.org/wiki/Vertex_Buffer_Object http://www.arcsynthesis.org/gltut/index.html http://www.moosader.info/ I lost one of the links I wanted to remember… And a reminder to myself that I probably want to use SDL instead of Allegro because of support multithreading...
Okay, so it's the "Immediate mode" that got...
lambda-dusk: jornedesmedt: And from what I’m reading I should use vertex arrays instead. http://www.slideshare.net/Mark_Kilgard/using-vertex-bufferobjectswell Well, back to reading about it. Do not mix Vertex Arrays and Vertex Buffer Objects. The Vertex Arrays are deprecrated and removed in OpenGL 3.1. Wait, Vertex Arrays were deprecated too? Thanks. I’ll have to use those VBOs...
Okay, so it's the "Immediate mode" that got...
And from what I’m reading I should use vertex arrays instead. http://www.slideshare.net/Mark_Kilgard/using-vertex-bufferobjectswell Well, back to reading about it.
No OpenGL 4.2 Support on my laptop
So after isntalling the newest graphical drives on my laptop and testing them, I found out they only have full support up to OpenGL 3.3. So I sent a mail to AMD support to see if this issue can be resolved or if my laptop is just too old for this.
Okay, so a friend advised me to join GitHub
And this version control thing seems like something I should have been using for ages… So I joined. I think this will be useful in the future… Seems like it has a feature like Pastebin too.
Okay, so these are the functions that I've been...
glBegin() glEnd() glColor3f() glVertex3iv() glRotateEf() glMatrixMode() glLoadIdentity() glOrtho() And that’s all. I’ve got a lot of work ahead to get my the right code, since those will eventually be removed. All tutorials seem to be for OpenGL 2 or something like that and are from before 2000…