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In response to Actual Game Developing
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CyraX 101 Apr 16, 2003 at 10:48

It is always ok for us to pick up something like Q2.
Freespace - yes I did notice they use 2D rendering, its alright.
My targets right now are to get SOMETHING @least on the working. Its simple, we plan tooo much and end up with nothing (yet) ready :sigh:
Once we get some demo or SOMETHING @least ready, we would see more ppl enthu about the project and contributing.
We have not YET decided upon the game genre and the API.
Any suggestions wrt Genere - I suggest a Space sim. Reasons: There are @least 3 team members who’ve already worked in something similar.
Space Sims are easy to build (relatively).

In response to Actual Game Developing
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donBerto 101 Apr 14, 2003 at 23:47

apex, no I didn’t know - thanks for bringing it up.

yeah that sux how they do their own graphics*. I know you and I share a love for space sims… can we use the freespace engine and replace the graphics code? how about we “shadow” their graphics code to use DX/OGL? any suggestions?

:yes:

In response to Actual Game Developing
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dk 158 Apr 14, 2003 at 18:41

donBerto, do you mean we use the same FreeSpace engine? I’ve looked at it a while ago and I was very disappointed with the way things are done. I’ve noticed that they do their own graphics pipline and transformation and they don’t utilize hardware acceleration. Freespace graphics are done in 2D just in case you didn’t know. But I must admit, that its an amazing game. What we could do is utilize and benefit from its code, like the physics stuff and some special effects which look amazing….

Just a thought…

In response to Actual Game Developing
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donBerto 101 Apr 14, 2003 at 18:34

Cyrax: welcome back! haven’t seen you in quiet a while.
er’body else: as far as time, yeah - my finals begin around the 5th of may so if it’s cool to postpone til late may?…

I like Cyrax’s suggested list. out of all, i STRONGLY vote for FREESPACE

:yes:

In response to DirectDraw
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anubis 101 Apr 14, 2003 at 09:58

i don’t know what happens if you change the lpSurface pointer of the primary surface. that’s the only think that i can think of that releates to your problem. i also have hardly any experience ( used direct draw for a small software rasterizer 2 years ago ) with directx so forgive me if that was complete bs.

In response to game team ?
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CyraX 101 Apr 14, 2003 at 09:56

gabdab: Its nice to know that there is someone who wants to contribute to the modeling etc;
Apex: Lets add him to the list of game developers.

In response to Actual Game Developing
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CyraX 101 Apr 14, 2003 at 09:53

I vote for working on an existing engine (GPLed Q2??).
I think I am ready with the list already:

Q2
DukeNukem 3D
Coin
FreeSpace

In response to DirectDraw
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vinmar 101 Apr 14, 2003 at 09:04

Well, I’ve re-read the question so that I understand it now. But the reason for getting no answer from me is that I haven’t got a clue about this. ;)

In response to Rotation
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vinmar 101 Apr 14, 2003 at 08:59

I’m not sure I follow what you mean. Is the problem that when you call the scramble_cube, it isn’t making the cube become randomised. Or is it that cube rotation is not being displayed on your screen?

In response to Rotation
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CyraX 101 Apr 14, 2003 at 06:59

Assuming that your cube is not rotating:
Check the function that does the glRotate().
remember that you might be undoing the rotation… its very genuine.

In response to Rotation
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donBerto 101 Apr 13, 2003 at 23:41

do you know of rotate_selected(…) works properly?

:yes:

In response to Rotation
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donBerto 101 Apr 13, 2003 at 23:25

the code [that you provided above] seems to work. do you have an idea as to where the “error” may be? are you willing to show us your entire program?

mod: there’s two threads. can you please merge? thanks

:yes:

In response to DirectDraw
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Noor 101 Apr 13, 2003 at 16:46

Ahh, was my question not clear? I didn’t get an answer :sigh: .

In response to Actual Game Developing
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baldurk 101 Apr 12, 2003 at 11:06

yeh, I don’t think that’s a good time for everyone on GMT. Also, my exams start in may, so April 28 is a bit close to them :/

In response to Actual Game Developing
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vinmar 101 Apr 12, 2003 at 09:43

Its not a great time for me, because I need to be into work early and fairly alert the next day (got stuff going on that week). You’re talking about starting the chat at 1 in the morning here!

A friday or a saturday would be ideal if its going to be early in the morning.

Otherwise, can you just save the chat and email it to me so I know what happened!?

In response to Actual Game Developing
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dk 158 Apr 12, 2003 at 08:38

I personally prefer creating my own engine rather than using an exisiting one. However, if we are looking at time, then using an existing engine would not be a bad idea for a start.

If an engine is goint to be built, then we’ll have to decide on how the engine should be designed and structured. Maybe we can host it on sourceforge or something… the details can be discussed in chatting.

Also, to finalize the chatting time, how about this date: April 28, 2002 7 PM EST? Is that good for everyone? The reason why its almost two weeks from now, is that a couple of people mentioned to me that they are busy in the coming 2 weeks due to exams and other stuff.

In response to Actual Game Developing
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vinmar 101 Apr 11, 2003 at 23:24

I know I said we can talk about it on IRC, but I’ve just had a thought about what I said about why we should go for a 2D game, and how what I said might be wrong.

Because, I am thinking, the mini-project could perhaps use the same (perhaps 3D) engine as the mega-project. This way we all get experienced with the big game engine, while still only working on a little project.

Sorry if this idea was already mentioned by someone before, I have a feeling it may have been.

In response to Actual Game Developing
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vinmar 101 Apr 11, 2003 at 23:21

I didn’t realise mIRC wasn’t shareware :( Just getting registration notices coming up now. But yes, I have managed to get on this evening through the java applet. I’m justing searching for a nice freeware download.

I think a project of 3 months max is a great idea. Anything bigger, as a virgin group, would be crazy.

I don’t know anything about writing 2D games, but I’d guess this is what we should think about as surely they’re simpler than 3D games by definition (hey! you’ve got a whole extra dimension in there!!). This can, obviously, be a topic for IRC.

Off topic here, sorry: But I’ve just got back from go-karting, what a buzz! I pushed my team up 3 places from bottom with a sneaky maneouvre on the second to last corner! And man, did the power steering on my car feel light on the way home after driving those little things round!

In response to Actual Game Developing
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dk 158 Apr 11, 2003 at 23:11

vinmar, did you get IRC to work?

meeting in the channel is good idea, this would give more opportunity to talk.

As fringe suggested, I suggest we start off with a small project that can take 2-3 months max. Then, when we get comfortable with each other, we can start with the big main game project. What does everyone think of that? It can be either a 2D or 3D game; it doesn’t matter.

In response to Actual Game Developing
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vinmar 101 Apr 11, 2003 at 22:52

@baldurk

Offtopic: vimnar, I like the avatar! very classy :). Did you make it?

Thanks baldurk, but I have to admit I stole it from http://www.vinmar.com. But the way I see it, they owe me something for using my name, right?

Perhaps something to be discussing is, as well as _what_ we’re going to do, _how_ we’re going to do it. I think without proper team management being organised from the start we might as well give up now! And no, that wasn’t the sound of me volunteering ;)

In response to Actual Game Developing
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baldurk 101 Apr 11, 2003 at 17:10

Offtopic: vimnar, I like the avatar! very classy :). Did you make it?

back on topic, I’ll layout a few things I think we should discuss.

  • language (C, C++, D etc.)
  • Pre-made engine, custom built engine
  • game genre
  • goals (e.g, will there be a story/some background/anything more than action)
  • etc, I’m sure we’ll think of more

I’m not sure how much I’ll be free on easter weekend, but I’ll try and make it in

In response to Gamedev Info needed most
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anubis 101 Apr 11, 2003 at 14:02

maybe along with our game project we could write little articles on how we did it.
this way we get feedback on our work, can possibly improve it and other people can learn from it.
maybe after each phase we could write such an article. for example when we are done
with the game design document we post an article on how we did it and what we think is
important about it, etc.

In response to Actual Game Developing
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anubis 101 Apr 11, 2003 at 13:09

vinmar : good idea, given that we don’t have much time to talk i suggest that we discuss the topics of the channel chats over the week on the board and then have the meeting at the weekend.

In response to Actual Game Developing
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fringe 101 Apr 11, 2003 at 08:50

Hi,

I could be on most the time at a weekend but evenings are best, and most evenings 8pm+ on weekdays (its free for me then). Should we also have a think about what questions we will be talking about and answering,

fringe

In response to Gamedev Info needed most
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fringe 101 Apr 11, 2003 at 08:45

I would also like an article on how to develop and plan games,

fringe

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