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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.

In response to what do you recommend?
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baldurk 101 Feb 15, 2003 at 09:01

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

apex: Although porting DirectX 7 games to DirectX 9 is a headache, you’ll still be able to run the DirectX 7 game in DirectX 9. Even if you have DirectX 9, you can run games written in DirectX 3

That’s how MS works, they break backwards compatibility, but include the entire old release with the current. That’s why DirectX is so bloated. OpenGL doesn’t, because as they keep backwards compatibility OpenGL 1.4 is OpenGL 1.3 with a bit more, and 1.3 is 1.2 with a bit more, etc.

In response to what do you recommend?
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dk 158 Feb 15, 2003 at 07:46

One thing I dislike about directx is the fact that it changes drastically from release to release, making it practically difficult to update a game using an older version of DirectX. That is, if you have made a program/game in DirectX 7.0 and then you would like to use DirectX 9.0, it would be headache and a nightmare to convert. In other words, you’re code for DirectX is in reality is only compatible for a couple of years only. Your code becomes quickly outdated and cannot compile anymore without the old libraries. OpenGL on the other hand is consistent and has used the same API since it was developed in 1991, which answers the question on why you can find lots of references, tutorials and young developers loving it. Even OpenGL 2.0 (whenever it will be released) will be compatible with older versions of OpenGL.

However, if one woud have to speak in terms of power and performance, yes DirectX (especially now) is powerful and there is no difference in performance between OpenGL & DirectX. Nowadays, performance doesn’t depend API anymore, but depends on hardware and drivers.

In industry, you MUST know both to be considered as standard. Knowing one and not the other is not that attractive to potential employers.

In response to Game Theory
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donBerto 101 Feb 15, 2003 at 07:44

to dabeav:

using your implementation i had some time to test and i’m still testing. so far, here’s the lock. THE MISTAKE COULD BE IN MY END:

individual rotation works great. so far, the only case i have is when i rotate 90 degrees about the y axis and then rotating about the x axis – instead of looking up and down, it looks “roll-left” to “roll-right” – z rotation.

but like i said, the error could be on my part I have a forward vector [using your vector struct] and then i cross with a global up to get the side axis. I then cross forward with side to get the relative up axis. i place the 3 vectors in a matrix and glMultMatrix.

let’s beat the hell out of this problem so that no one will ever have to go through with it :yes:

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Escargot 101 Feb 15, 2003 at 06:26

I was invited by (d)Apex via the #gametutorials channel.

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