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davepermen 101 Feb 26, 2003 at 10:01

yes, i know arb vertex program lets you use the matrices directly. no, nv vertex program doesn’t do it that neat, just forget it, its proprietary and outdated, arb vp can do all the nv vp does, it has minor differences, but major advantages, mainly it has variables and runs on all hw.

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PixelDuck 101 Feb 26, 2003 at 08:00

davepermen: _vertex_program(x.x) you can actually send the matrices as program matrices if you like :\ Atleast ARB_vertex_program can do that, I haven’t tested the NV_vertex_program:s since I don’t have an nVidia card atm. :blink:

But yeah, DirectX at some points has a bit more flexibility, atleast the legacy fixed-function pipeline :yes:

Cheers!

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banandgia 101 Feb 25, 2003 at 19:04

from google
really nice here

In response to Laser Weapon
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banandgia 101 Feb 25, 2003 at 10:58

or let me reborrow it from the library and post the ideas here

In response to Laser Weapon
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Yau 101 Feb 25, 2003 at 10:14

Well having a quick glance at vol 2, I didn’t find anything on lasers so it must be on vol. 1.

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davepermen 101 Feb 25, 2003 at 09:11

it has the d3dx helper library, providing similar features, though dx is designed a bit different (meaning you normally don’t use a matrix stack there..)..

but you do it offline, your own matrices you upload.

advantages: no forcing to modelview projection (i really dislike it, and want model, view, projection all 3 split)
same matrix math functions for all of your own matrices, too.

and a matrix stack is really easy to code up yourself actually..

In response to Laser Weapon
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banandgia 101 Feb 25, 2003 at 06:42

see “Game Programming Gems”, i can’t remember exactly it’s vol 1 or 2, but there must be a topic talking exactly on this approah, and it discusses texture mapping of this technique as well

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Phaetos 101 Feb 25, 2003 at 06:21

Hi @ all!

As I don’t know a single thing about DirectX I would like
to know: Does the native M$-DirectX API contain such cute
Matrix-Stacks and Operations as OpenGL does?
Or does it need additional Libraries?

Greetinx
Stefan

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davepermen 101 Feb 24, 2003 at 18:55

@donBerto

@CyraX

DX was CREATED specifically for game programming and not for applications.
Hence DX is good @ game apps.

…so which one is it? :lol:

i’m just kidding…
:yes:

you can’t stop this, can you?

oh.. i see, you’re near the senior.. thats why..:D

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CyraX 101 Feb 24, 2003 at 13:18

DX was CREATED specifically for game programming and not for applications.
Hence DX is good @ game apps.

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Jeroen 101 Feb 24, 2003 at 10:35

A major advantage of OpenGL is that it is cross-platform. If you want your game to be available for Windows + Linux, for example, you should use OpenGL. Furthermore, as far as I know OpenGL is just as fast as DirectX and more easy to use. That’s why i’m using OpenGL in my current project.

Check out Delgine 3d engine/editor for more info. :)

Jeroen

In response to Model Editing
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Phaetos 101 Feb 24, 2003 at 10:10

Sorry for the late reply…

Thank you all for the Links.. The ZModeler site seems to be down right now. MySql
is bit angry right now :D

But these are all Windoze programs, aren’t they?

I plan to restrict everything of my tools and development to the linux platform. So
I can share some experiences on game development on the linux platform when my
first game is finished.
Yesterday I started a project to write an own 3D Modeler with support for u/v Texture-
Mapping, Mesh editing and Bone Animation. The Modeler will run under Linux using
the QT Widget set and (of course) OpenGL as 3D API.

Hopefully I will find enough time to get the Modeler running soon. ;)

Greetinx
Stefan

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Phaetos 101 Feb 24, 2003 at 09:52

I found a link to this forum on www.opengl.org, too.

Can someone of the ownerz please supply some banners in different sizes
so I can link to this place from my HP?

Greets
Stefan

In response to Cylindrical Billboarding
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Yau 101 Feb 24, 2003 at 00:31

Just read some of the post about how 2 do lasers in OpenGL in the OpenGL section. Lots of discussion about axis aligned billboarding there.

In response to Cylindrical Billboarding
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davepermen 101 Feb 23, 2003 at 19:27

you have one axis, the vector from axis to eye, take a crossproduct and you get a “right” vector (or left), and normalize them, make them all perpendicular onto eachother, and voilà, your 3x3 matrices can get built up..

in case you know yet the vector math, next time just take a piece of paper and play:D

In response to Cylindrical Billboarding
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donBerto 101 Feb 23, 2003 at 16:28

would you please? that would be really nice.

:yes:

In response to what do you recommend?
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donBerto 101 Feb 23, 2003 at 16:20

I agree - there’s nothing faster than making your own format, granted that it’s clean and efficient. when I said “everything else is bloated”, I meant supporting [commercial] products that are old and bloated isn’t wise. not only does it make the package bigger, loading times are affected. making it an overall bad experience.

:yes:

In response to what do you recommend?
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baldurk 101 Feb 23, 2003 at 11:19

well, I’ve always thought that custom formats are better than anything else. It allows you to include ONLY what you need, and you don’t need to include anything you don’t need.

Also, you can get loading times down really low, because you can prepare the format for your program, so that it loads as fast as is possible.

In response to Cylindrical Billboarding
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dk 158 Feb 23, 2003 at 08:50

I’m thinking of posting a special tutorial on billboarding (spherical and cylindrical).

In response to what do you recommend?
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dk 158 Feb 23, 2003 at 07:36

Or you could make your own format and include in it exactly what you need for your game. That is how most games do it. Of course, then you will have to make a utility to convert between the modeler program (3dmax for example) and your own format.
But there is no problem with sticking to md2/md3 files or any other formats.

In response to what do you recommend?
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void 101 Feb 23, 2003 at 03:19

Optimising everything to hell with asm is pretty stupid, but blatantly wasting space and speed is also stupid. Using the 3dmax format instead of say md3 is dumb, because the files are maybe 2x the size, the loader is 3x as complex, and you wouldnt lose anything if you used the md3 format instead.
Blatant inefficeincy is just as bad as ove optimisation and easly optimissation. i mean, you might as well go and use the ASE format instead, and all youll get is 5minute loading times…

In response to Game Theory
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donBerto 101 Feb 22, 2003 at 23:20

I fixed my problem. in one of the demos [can’t remember] the programmer used euler angles and I mistook them as vectors.

thanks for everybody’s support. I appreciate that a lot.
:yes:

In response to what do you recommend?
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baldurk 101 Feb 21, 2003 at 20:58

lol

In response to what do you recommend?
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donBerto 101 Feb 21, 2003 at 19:58

hopefully, this will be the post to end all posts [on this thread].

I carefully read this entire thread. and for your [davepermen] sake, I’d like to apologize. I stated that OpenGL is open source. THIS. IS. NOT TRUE. what I meant was that OpenGL’s API is open and you CAN implement your own GL (graphics library). and do it free of charge.
@davepermen

no, i don’t agree. opengl is not a source, so it cannot be open source. its an open spec. you can’t just call it open source because its open and something on pc.
and no, you are _NOT_ allowed to implement an own gl version on your own and call it opengl. you are NOT allowed to do this. you ARE allowed to USE opengl for free. this is the way it goes, at least it was the way a year ago when i read about it. dunno if that changed (but i think i would have seen those news).

I _never_ said you could make your own implementation of gl and call it OpenGL.
@davepermen

why people use the quake models all the time? just because they think its cool to do so. not because the formats are rather useful, but because you can copy paste and get a result. same is for .x meshes actually, so what?

that’s a little hard to understand. we don’t know what .x is. copy and paste… what do you mean?

why do people use quake models? cuz john carmack [and/or his team at Id software] create these filetypes. carmack and his team always produced clean, crisp code/formats and so I trust his creations. md2 served a great purpose but it was lacking - hence the birth of md3 and md4 formats. [from what i quickly found on the ‘net, md4 never took flight - integrated into md3, correct me if I’m wrong]. and because ‘everybody’ uses them, it wouldn’t hurt to use that popular type. games, CADs and whatever else type of application still using md2 will find itself quickly rejected. I mean exclusively using md2 only. even still, programs still supporting md2 files will be able to look back on their/others’ md2 files but if they ever made their own models, they’d export them to md3 or make it straight from md3. basically, the old will die, the young will survive if it’s robust, clean and precise. only the strong survives. everthing else is bloated.
@davepermen

and 500kb on a full cd is 1%. i don’t care about 1% efficiency in space, really not. if i copy that on harddrive, chance is big that in the actual chunks on the harddrive, it doesn’t mather, as smallest filesize on about all normal harddrives is 512kb anyways. and you don’t rewrite your code to get the last % out full in asm. be wise, and use logic.

you may not care - but the rest of us do. it’s that kind of attitude and practice that people do not tolerate. wasting resources in any form is bad and irresponsible.

if you had 10 CDs, that’s a whopping 5MB. if you had 100 CDs, that’s 50MB. do you know how much space that is? I don’t know if the smallest file on most normal HD are as big as half a MB. on a win32 box, i imagine the average file is a .ini and the smallest i’ve seen is barely 1k. but that’s not the point - the point is those files, no matter how small, are essential. not wasted bits/bytes.

about this thread:
the question to this post was best answered by apex on the 9th post of this thread. which api do we recommend? well, that depends on the target platform. you can see that some of us prefer OpenGL, as others prefer DirectX. the APIs today, comparatively behave the same way. in terms of deciding which to learn, you really must learn both if one is to succeed in this field.
all this is on the 9th post of this thread (by apex)

:yes:

(( keeping the original post so baldurk’s post will make sense :lol: ))


original post:

coming soon!

In response to what do you recommend?
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davepermen 101 Feb 21, 2003 at 16:29

donBerto. 2 things:
no, i don’t agree. opengl is not a source, so it cannot be open source. its an open spec. you can’t just call it open source because its open and something on pc.
and no, you are _NOT_ allowed to implement an own gl version on your own and call it opengl. you are NOT allowed to do this. you ARE allowed to USE opengl for free. this is the way it goes, at least it was the way a year ago when i read about it. dunno if that changed (but i think i would have seen those news).

about the rest: the max format is only to store, and then convert, and then to use. if you directly use a script, or save as .3ds and run a converter to the .x format, doesn’t mather. .x format is useful, and has some nice features. isn’t that bloated.

why people use the quake models all the time? just because they think its cool to do so. not because the formats are rather useful, but because you can copy paste and get a result. same is for .x meshes actually, so what?

and 500kb on a full cd is 1%. i don’t care about 1% efficiency in space, really not. if i copy that on harddrive, chance is big that in the actual chunks on the harddrive, it doesn’t mather, as smallest filesize on about all normal harddrives is 512kb anyways.

and you don’t rewrite your code to get the last % out full in asm. be wise, and use logic.

i do btw honor and support your opinions. its just, they are not the way its done in gamedev biz. simply no. its just another capitalistic biz, built up like any other capitalistic biz. dirty, evil, quick solutions. we can sell it? lets sell it. no mather if its good or not.

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