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In response to OGL links
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baldurk 101 Feb 18, 2003 at 18:45

well, I guess he means that as you’re admin, you would normally have the most posts, like me ;).

In response to Delays, and wait times...
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baldurk 101 Feb 18, 2003 at 18:43

also, looking at your original post, you want to avoid using system wherever it is physically possible, as it is a very good way of losing portability quickly. 99% of the time there is a better way anyway.

In response to Delays, and wait times...
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dk 158 Feb 18, 2003 at 17:55

Cryax, your method would be good for simple demos where movement is controlled by a simple variable, which is a very good idea.

However, when one is dealing with movement and motion using physical equations then you could have

dt = 0 // time between each fram = 0

which would make everything stop too.

Just an idea.

In response to OGL links
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dk 158 Feb 18, 2003 at 17:45

@WiseElben

:lol: When I look at apex, hes an administrator with only 98 posts! ;7

What do you exactly mean?

In response to Delays, and wait times...
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CyraX 101 Feb 18, 2003 at 13:44

Typically I would do the following.
The game, is a state machine. All the entities that would change the game state would be collected and none of them would be modified while sleeping. Thus if I am walking in a game - that is just walking in a scenerio.
Entities that modify the game state - My x,y,z coordinates. If I pause… I would say

x = x+ movment_x;
y= y+movment_y;
z= z+movement_z;

Render(x,y,z); // This would have hte camera position.

whenever I want to pause… I would assign movement_? = 0; // By default
This would ensure that nothing in the game changes. Basically the “pause” is game state _NO_CHANGE_

In response to OGL links
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CyraX 101 Feb 18, 2003 at 13:34

This thread contains links for OGL ONLY. In links section - it could be ANY subject related to Gamedev.

has no one been to sulaco.co.za
and
romka.demonews.com

In response to Physics question...
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donBerto 101 Feb 18, 2003 at 11:14

I think in multi-variable calculus, moment of inertia is a point in space. angular momentum [torque?] can be represented as a vector i think. I don’t remember - haven’t taken calculus nor physics for a LONG while…

I’m looking for my old books and if I find anything, i’ll let you know. it may be faster to look online.

:yes:

In response to what do you recommend?
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donBerto 101 Feb 18, 2003 at 11:06

i’m trying to be like john carmack…

In response to what do you recommend?
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void 101 Feb 18, 2003 at 04:58

DirectX is the general name given to the colleciton of APIs such as dsound and d3d, it encompasses all the libraries that start with Direct… OpenML is an initiative by a group of companies including big names such as ATi, 3DLabs, and many others, to create a system very much like DirectX, which will include OpenGL, openAL, and other APIs for madia playback and possibly input, i forget.
OpenGL cannot be compared to DirectX since its a graphics only library, but usually on these kind of forums when people say DirectX they really mean Direct3D…

On another note, here is a reason to use OpenGL: John Carmack uses it, and he is a GOD!!! :-) Dont you want to be a god like him? If you do, then use OpenGL…

In response to OGL links
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WiseElben 101 Feb 18, 2003 at 03:34

:lol: When I look at apex, hes an administrator with only 98 posts! ;7
Anyways, nehe.gamedev.net, gametutorials.com, and those are the only OpenGL sites I go to.

In response to what do you recommend?
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donBerto 101 Feb 17, 2003 at 18:16

question:

isn’t Direct3D, DirectSound, DirectInput, DirectPlay, DirectWhatever all bundled into DirectX?

OpenGL is NOT affiliated with OpenAL nor OpenML
they merely have the same interface…

In response to what do you recommend?
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baldurk 101 Feb 17, 2003 at 18:12

Well, you could have D3D in the same window, both in different sections.

Now THAT would be interesting :)

In response to Delays, and wait times...
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davepermen 101 Feb 17, 2003 at 17:40

Sleep(milliseconds) ? :D

then again, your demo will not be touchable during this time. no problem really for a fullscreen app (except you want to quit during that sleep:D), but so what?..:)

In response to what do you recommend?
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davepermen 101 Feb 17, 2003 at 17:39

yes, each component lets itself get initialised individually.

so its

OpenGL or Direct3D
OpenAL or DirectSound
OpenNL or DirectPlay

etc.. sure, there are even more libraries for nongraphics stuff.. for sound for example the bass.dll or others, too.. for network you can use {your operating system here} base network libs. (winsock in my case). etc..

you can even have opengl and direct3d. just not in the same window:D

In response to what do you recommend?
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WiseElben 101 Feb 16, 2003 at 21:57

You can use DirectX and OpenGL together, just not Direct3d and OpenGL together. :D

In response to GLExcess
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Amithran 101 Feb 15, 2003 at 23:00

No no.
http://theproduct.de/
64kb demo’s rule all.

In response to Delays, and wait times...
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baldurk 101 Feb 15, 2003 at 16:19

unless you do that in another thread

In response to what do you recommend?
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baldurk 101 Feb 15, 2003 at 15:50

I don’t think so.

In response to Delays, and wait times...
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donBerto 101 Feb 15, 2003 at 15:49

oops, i only showed one example - my bad. yeah, the code i showed above would pause THE ENTIRE program, AMITHRAN’s code would be asychronous.

:yes:

In response to what do you recommend?
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donBerto 101 Feb 15, 2003 at 15:40

@baldurk

void: To be fair, DirectX doesn’t force you to use DX for everything. I quite happily wrote an OpenGL demo which used DirectSound.

i don’t think he meant that it forces someone to use DirectX for everything, but speaking with efficiency in mind, if you use DirectX for your graphics API, you might as well use it for input and sound because it’s all in the library, instead of using another API, increasing the size of the executable.

i’m not sure if there are ways to ‘cut the fat out’ – if you can just use DirectSound without Directi3D or what have you.

can you? enlighten me! :yes:

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davepermen 101 Feb 15, 2003 at 12:20

dx is optimized for games. that means it only has features useful for games. it can’t be faster, because all it does is telling hw to do something, the same gl does as well.

but using dx in code is optimal for developing games. code is short, clean and simple, and provides exactly the functions and objects useable for gamedev. we can argue about that, but its at least what microsoft tries, and they get rather good in it, imho.

gl is a “painting” api. well, it was. but (game-)hw vendors built more and more extensions into it, not for painting, but specifically for game-effects. they don’t follow the actual gl design structure at all, and invent stuff gl was never designed to have it. makes gl essencially a gamedev api as well.

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davepermen 101 Feb 15, 2003 at 12:12

i think pc. and i personally think windows as os.. why? dunno, it has tons of stuff you can use for demos directly, programs for art, libraries to do tasks faster (sound playing and all that). linux for sure has a lot of them as well..

then again, you possibly get more users watching your demo on windows.. espencially if it uses hardcore graphics (linux drivers get good, but anyways.. windows is always first in hw acceleration currently)

In response to what do you recommend?
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davepermen 101 Feb 15, 2003 at 12:09

hm.. dx8 to dx9 is no problem to convert really.. mainly adds features, only some stuff changed. but dx8 was a full redesign of the dx api, because microsoft realised dx is messy, not structured, and old style done. dx8 is a great construct, but logically, a full redesign forces to recode old apps if you want to convert to the new versions. the same is currently in plans with opengl with gl2.0, and every extension forces you to recode paths. espencially vendorspecific extensions. take gl code from me, one year old. not runable anymore because i used an nvidia ext. thats why i only use arb exts from now on..

and gl is bloated as well btw.. its just hw vendors “forget” to implement quite a bit of it, because its not doable in (gamers) hw. but gl is big.. ever looked at the specs? :D (okay, nvidia extension specs are bigger than the gl specs.. hehe :D )

anyways. i don’t vote. i know both, and i can suggest both. i prefer personally opengl, espencially in small scale stuff. but both are great currently, both have great features, and are easy to use. if you code in windows, you can choose from both.

actually, dx is much more structured than gl.. code gets quite a bunch cleaner. on the other side, gl code is more “simple” most the time. shorter, and more easy to follow. depends on what you look at..

and currently the ARB is working on a general cleanup of gl.. hehe

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baldurk 101 Feb 15, 2003 at 09:05

If you’re talking about platforms, PC includes linux, windows, BSD, etc.
If you’re talking about Operating Systems, PC shouldn’t be there, and Amiga should really be AmigaOS.

In response to Delays, and wait times...
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baldurk 101 Feb 15, 2003 at 09:02

that’s the code I’d use, clean and simple, and doesn’t pause the whole demo.

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