Submit
In response to Actual Game Developing
6ad5f8c742f1e8ec61000e2b0900fc76
0
davepermen 101 Apr 24, 2003 at 17:26

the rule is simple (learned from a real gamedev). use simple, existing libraries to make it possible to use as much formats as possible in your engine. helps the artists IMENSE to work. then, for the final package, convert all, drop the generic loaders and plug a specific loader in.

i currently use devil simply plugged in (about 5 lines of code), and replace it by an own format, all data converted in the final product (uses about 300-500kb of dll bull*beep*:D).

looking for something similar for models, but i think i’ll have an own editor.. can’t get around using one of the existing programs, hehe:D simply not WYSIWYG for me.

In response to davepermen's Adventures
F7a4a748ecf664f189bb704a660b3573
0
anubis 101 Apr 24, 2003 at 17:23

party photos… very cool… i’ll try to get some of mine up

und gute besserung :)

In response to Actual Game Developing
0684f9d33f52fa189aad7ac9e8c87510
0
baldurk 101 Apr 24, 2003 at 17:17

I think we should pick one image format, e.g. TGA, and stick with it. It reduces code size and helps understanding.

also, CyraX reminded me that I should point out one thing that I would like to be a main goal - backward compatibility. I would like to see as few extensions being used exclusively (ie, no fallback) and especially no shaders. A hell of a lot of people don’t have shader-compatible cards, and this would leave them out. I’d prefer to write the game in such a way as we can scale it, e.g have LOD or several model files so that people on older machines can still run it smoothly.

CyraX: this isn’t directed at you, I’m just trying to put it out there now.

In response to Actual Game Developing
6ad5f8c742f1e8ec61000e2b0900fc76
0
davepermen 101 Apr 24, 2003 at 12:20

i think skeletons are great for spaceship like models. think of bigger things, that have robot-like arms, think of space-stations, that can brake their connection-arms, and all the stuff. some rigid-body physics, IK, skeletons. thats what at least _could_ get useful:D

In response to Actual Game Developing
590e8bdac8129bd87b188df15e62d0e5
0
CyraX 101 Apr 24, 2003 at 12:16

Pardon me for saying MD3 - I said that in the context of a GENERAL game. NOT a space sim.
In a space sim we need little (or no) animation. Whatever animation is required could be provided by shaders or animated textures :D - foolish.
What are the possible animations?
- Flame
- Burning
- Fragmenting of the aircraft.
- Hmmm maybe the pistons pumping from the engines - This might be needing an MD3 kinda model.

I am not really sure about “our own” format as of now. I would suggest that we load ANY model. Let us evolve our own formats over the time.

In response to Actual Game Developing
8e228221453de890daa003b067fbb84a
0
fringe 101 Apr 24, 2003 at 08:53

Sorry I am being a little vague as always :)) The timming thing I was thinking about ti some sort of clock/performance timer to do frame rate independent movement etc. I know it is easy towrite and in fact I have an object which we can use but I thought I should mention it.

fringe

In response to Actual Game Developing
Fdbdc4176840d77fe6a8deca457595ab
0
dk 158 Apr 24, 2003 at 05:21

we can also make are own file format where we include only the stuff we want…since, as baldurk mentioned, we won’t need and keyframe animation.

Also, about a model loader. We could have a simple one for the purpose of loading, viewing, converting, etc… But at this stage its not that critical.

As for an image loader, I don’t see a great use for it. I believe using TGA, BMP, or PNG is good enough. We won’t need our own file format for that.

fringe: what do you exactly mean by a “timing thing”?

In response to Actual Game Developing
8e228221453de890daa003b067fbb84a
0
fringe 101 Apr 23, 2003 at 20:31

I guess we don’t need all the complexity of a model loader, but it will be useful for projects in the future and if we have it for general use we can make a common interface that will be standard for other stuff in the future,

fringe

In response to Actual Game Developing
0684f9d33f52fa189aad7ac9e8c87510
0
baldurk 101 Apr 23, 2003 at 17:13

I’d take a minute to consider the game type - space sim. Do we really need the features provided in an MD3 file? seperate files, linked together to provide ease of animation. Although that’s useful, why would we even need simple animation in this game. The model would be static and simply moved by the engine.

In response to Actual Game Developing
C24eb7e6aaefba78b94c831ddc7b4d0b
0
donBerto 101 Apr 23, 2003 at 15:30

agreed.

md3 - second vote.

:yes:

In response to Actual Game Developing
590e8bdac8129bd87b188df15e62d0e5
0
CyraX 101 Apr 23, 2003 at 13:22

MD3 plz.
GMAX + Tempest.
MD3 may be the BEST known model.

In response to Actual Game Developing
0684f9d33f52fa189aad7ac9e8c87510
0
baldurk 101 Apr 22, 2003 at 17:23

ms3d models are good, very simple but has everything we need.

In response to Actual Game Developing
91fcffbb41940d7cf8d1dd7696095948
0
vinmar 101 Apr 22, 2003 at 16:08

I like milkshape ms3d models. The ms3d loader on NeHe works well, and milkshape is easy to get hold of and use.

In response to Actual Game Developing
8e228221453de890daa003b067fbb84a
0
fringe 101 Apr 22, 2003 at 15:34

OK, so what do we need then to develope this asteroids sorta game. I guess a central idea of stuff needed for the game “engine”. So here is some stuff we should put together or borrow from our group:

a model loader (as flexible as possible)
an image loader
a timing thing
collision detection algorithm
splash screens/demo modes
menus
text renderer of some sort

just a starting list please add more to the board or any idea. Has anyone been reading the thread on HeNe forums about writting a game engine?

fringe

In response to 3dsmax x-file plugin
5b425f3718a5329a89259625c7a5ec0a
0
Matt_Latham 101 Apr 19, 2003 at 16:49

I tried both, but I can’t get the right version on the first to select, and the second site was telling me to do something to a file that I have no idea how to get. It was refering to XSkinExp.dle and I don’t have it. I downloaded the 3dsmax sdk and am running 5.1, however, the file still is not there. I think the tutorial is for an earlier version of 3dsmax….. Therefore, I am still looking for the pluggin……

In response to Actual Game Developing
0684f9d33f52fa189aad7ac9e8c87510
0
baldurk 101 Apr 19, 2003 at 09:37

that’s what the forum is there for :).

In response to Actual Game Developing
91fcffbb41940d7cf8d1dd7696095948
0
vinmar 101 Apr 18, 2003 at 19:46

@baldurk

vinmar: if you start a thread about your problem with more details in the *nix forum, I’ll see what I can do.

Thanks baldurk, but I’ve given up on Vector for the moment. I’ve left Red Hat downloading at work over the w/e. Its meant to be a bit more friendly then Vector/Slackware. But if I still have problems I might just take you up on your offer! :)

In response to Actual Game Developing
590e8bdac8129bd87b188df15e62d0e5
0
CyraX 101 Apr 18, 2003 at 06:03

yes - it is.
So lets make something better than Asteroids :D

I am looking @ the game to be something of Star Lancer, Descent Freespace kind.
You might as well Approximate Star Lancer to Asteroids - right?? ;7

In response to Language for new Game
C24eb7e6aaefba78b94c831ddc7b4d0b
0
donBerto 101 Apr 18, 2003 at 00:28

I vote C++

Cyrax: ditto

:yes:

In response to Language for new Game
Fdbdc4176840d77fe6a8deca457595ab
0
dk 158 Apr 17, 2003 at 19:13

I vote for C++ due to its power and because of my deep experience with it…
I like the language D, and in the future, it can replace C++. However, the problem with it is that it’s kind of like a personal project of someone and not a standard or company…

In response to Language for new Game
0684f9d33f52fa189aad7ac9e8c87510
0
baldurk 101 Apr 17, 2003 at 17:59

I voted for C because C and C++ wasn’t a choice, and I code more towards C than C++. I normally use C++ classes etc to organise my code, and C as the actual meat.

My suggestion is that we standardise on an interface and format between classes, ie, no hungarian C++ classes. Then each person who is coding each class gets to code in whatever way they like, as long as they have the standard interface.

Obviously this would be difficult if the code is in D, VB or Delphi ;). I’m talking about if we do use C/C++, what styles to use.

Also, just to keep everyone perfect, C is also platform-independant, C is just as fast as C++ and VB is not that much slower than C++. Not unless you get to complex games/apps.

In response to Actual Game Developing
0684f9d33f52fa189aad7ac9e8c87510
0
baldurk 101 Apr 17, 2003 at 17:55

vinmar: if you start a thread about your problem with more details in the *nix forum, I’ll see what I can do.

In response to Converting bmp files
49921baa7439fb1e91e02caf0a925cfe
0
DarkLight 101 Apr 17, 2003 at 17:30

Ok, I wrote little program in Delphi, which converts images into arrays. It uses high-level libraries (for Delphi programmers: VCL’s TImage class), becouse I cannot work with files in binary mode :) But It works. I just wondering is such program is useful for other developers (not me) and I’m wondering of interface and futures of this program. I also wondering what formats program should support - the idea is to give the developers ability to create .txt file and then paste the array direct to the code. This means that there are should be options about delimiter and the way array is stored in general (hexadecimal, decimal, etc.). If you think that this program should be finished (it will be able to convert jpeg files as well as bmp) please let me know so I’ll make it and send it to apex. But I have no many time, becouse of this I want to know if someone really need this or I can skip this project and continue developing DLTank.
Also, suggestion about interface are needed. I have no idea. For now there are only menu with open, save and exit commands and image is visualized in center of the form
Thank you

In response to Actual Game Developing
F7a4a748ecf664f189bb704a660b3573
0
anubis 101 Apr 17, 2003 at 17:08

CyraX : integrating a game engine for an asteroids clone ? isn’t that a little bit of an overkill ???

In response to Language for new Game
49921baa7439fb1e91e02caf0a925cfe
0
DarkLight 101 Apr 17, 2003 at 16:47

I vote for Delphi just becouse I’m writting in Delphi since 2000 year and I’m developing Delphi/OpenGL games. However, I would recomend C++ for all game developers, who have not choseen their language. VB is really slow.
There are many reasons for choosing C++. Here are some:
*Almost all libraries, including WinAPI inself is written in C/C++ or at least is documented for these languages. => you can easy found headers and there’s no need of waiting translating headers
*C++ is the fastest
*C++ is platform-independent

If this is needed, I can write in C++ but I have no time for developing game in the team and I have very little experience in C/C++

Welcome to DevMaster, a community-driven game development website of posts and resources!

Recent Tags

indie × 4
game-development × 4
ios × 3
android × 2
mobile × 1
macos × 1
physics-engines × 1
native × 1
music × 1
sound × 1
multiplayer × 1
networking × 1
testing × 1
game-programming × 1
design-patterns × 1
3d-engine × 1
shaders × 1
cross-platform × 1
gaming × 1
royalty × 1
game-design × 1
game-industry × 1
graphics × 1
mmo × 1
open-source × 1