0
101 Feb 05, 2003 at 04:17

as much as i like to joke…

I will admit one thing - DX [with it’s huge financial support] will probably always show us the first in new techniques.

but OpenGL won’t be far behind.

0
101 Feb 05, 2003 at 04:13

yeah definitely. see the problem is that GLUT was made when OpenGL first came out. that’s cool. but as many other libraries became heavily support from their respective communities, GLUT became nothing but old, heavy, code and now it’s at a point were it’s uneconomical to use it. I don’t even think GLUT has the support it once did.

i could be wrong. feel free to enlighten.

0
101 Feb 05, 2003 at 03:30

Id like to just say one thing: GLUT is pretty crapola. It is slow performance wise, rewriting the app using say SDL instead boosts peformance quite a bit, i thing that glutSwapBuffers() is pretty poor performer. The keyboard input is also shit… Use SDL.

0
101 Feb 05, 2003 at 03:19

Id like to correct one thing i said, DX is available for not just C++, but maybe for like 3 languages in total… While OGL is available for almost all languages in existence…

BTW, daveperman, i hope you do realise that my post was 1/2 a joke… I may have listed all the OGL adcantages over DX, but at teh same time i also realise that DX has its own advantages over OGL..

0
101 Feb 05, 2003 at 00:44

COM SUX! the interface is flawed! m$plays too much with pointers and in turn makes it vulnerable . @davepermen microsoft stuff is very well documented show us! @DarkLight DirectX is much more funcitonal that OpenGL what are you talking about?!? DX sux. sucking does _NOT_ mean it is more functional! this thread is pumping blood in my veins! i’m starting gain some color - i was wondering why i was so pale… :lol: 0 101 Feb 04, 2003 at 23:10 Yes, I understand COM and I love it But DirectX is harder to learn that OpenGL There are Great games, made with DirectX of chource But I prefer OpenGL - open-source, platform independented and with many tutorials existing on the web DirectX is much more funcitonal that OpenGL - I admit. But I can agree that it is the best api. It is the worst api, but better is not developed. 0 101 Feb 04, 2003 at 22:59 microsoft stuff is very well documented (even opengl, but those docs are very old as never got updated:D) its the best api by far (understand com and you love it) what bugs? it runs perfectly stable here, and very save. _and_ there are great debugging tools like a full debug-mode dx wich reports all stuff, great.. 0 101 Feb 04, 2003 at 22:39 My opinion for Direct X: 1. Very poor documented (as all Microsoft technologies) 2. The worst designed Windows API 3. Bugged In response to OpenGL in Delphi 0 101 Feb 04, 2003 at 22:31 This site is very helpfull 10x I found all I need 0 101 Feb 04, 2003 at 22:21 …doesn’t make it suck less. DX sux. opengl rulez. hehe but seriously - OpenGL is available freely, while DX is available on a term-basis [when you download the sdk it makes you ‘sign’ an agreement, i don’t remember what it says…] OpenGL: 2 Direct[su]X: 0 this is getting ugly :D 0 101 Feb 04, 2003 at 22:09 @void OGL is available on almost all languages, while DX is not really even available on C++, its only really available on Visual C++ (a microsoft product, who woulda guessed), althought it can be coaxed into running on other compilers, i have heard people saying that getting it to run on say borland C++ is a bitch (althought they might be just lost)… DirectX is also available on Delphi and Visual Basic… I don’t tried at Delphi (but I have books about using DirectX in Delphi) but I have friends, who are writitng game with DirectX 7 and Visual Basic 6 But I prefer OpenGL In response to OpenGL in Delphi 0 157 Feb 04, 2003 at 22:04 Maybe the following site may help: http://www.sulaco.co.za/ According to my humble knowledge, it uses pure OpenGL (i.e. immediate mode) and no external library (like GLScene). Let us know if that helps. If there is any delphi programmers in this forum, they might be able to help you out. 0 101 Feb 04, 2003 at 18:55 i dont get it. dunno.. have looked at it but i got no clue what it is about..:D 0 101 Feb 04, 2003 at 18:41 OMG void, that was hilarious! esp the LPTHISHURTSMYEYESALOT->DoSomething(); oh man, I haven’t laughed like that since I was a little girl, thank you. In response to Game Theory 0 101 Feb 04, 2003 at 16:08 thanks to you to dabeav but the above code still placed me in a “gimbal lock”. hehe see how much I learned from quaternions? the code provided a solution, something I was looking for, but I also wanted substance and why it worked. at any rate i really appreciate everybody’s input. again, thanks. In response to Laser Weapon 0 101 Feb 04, 2003 at 13:00 agreed :yes: if you want, you can use 2 [or more, maybe just 2] rectangles, have 2 different textures and have some kind of ‘animation’ going on. this will do nicely with yau’s implementation. of course, there are other ways but i would do what yau said. …just a thought. 0 101 Feb 04, 2003 at 12:31 but not with stupid flamewars. both are great. if you don’t understand one, then you’re just plain stupid:D In response to Model Editing 0 101 Feb 04, 2003 at 11:40 I have some good experiences using a python export script for blender. So you can define the format of the model on your own. Here is an example site: Python Export Script But the main problem with blender is, that it can not access the bones using the python api. So animations using bones will still be a problem in the game… If anybody has a nice hint about this, please tell me :) In response to Model Editing 0 101 Feb 04, 2003 at 11:32 Are there any more “formal” specs about the format of the files produced by, say, Blender or GMAX, or i will have to dig it up?? As for modellers there is also MilkShape but it’s not free (at least not anymore..) However it’s well documented with tutorials, help etc. In response to Normal Vector of Velocity 0 101 Feb 04, 2003 at 11:25 Not sure quite what you mean either, but I’ll try : If you keep the object’s current position in the form of a 3D vector (x,y,z,) then, you can supply a velocity(speed) vector as well in the same form (speedx,speedy,speedz). So at every frame (or at intrvals) you add the speed vector to the position. Finally you glTranslate your object according to its new position, and there you have it. 0 101 Feb 04, 2003 at 11:04 Oh yer, im fully aware that this may start a huge flamewar, but hey, we need to liven this board up. 0 101 Feb 04, 2003 at 11:01 The gauntlet has been thrown down by baldurk… OpenGL2.0 is much much MUCH MUCH better while DX9.0 sucks some serious heap overflow… OGL is crossplatform, it doesnt change much every new version, so old programs will compile ok with a new OGL, while the same cant be said for DX. Imho OGL syntax is better, DX syntax exaple: LPTHISHURTSMYEYESALOT->DoSomething(); The fact that OGL is only a graphics library, when developing a game you have far better freedom over which libraries you use for other things such as input, audio, etc, while with DX your basically usually stuch with dinput and dsound and whatever. OGL is available on almost all languages, while DX is not really even available on C++, its only really available on Visual C++ (a microsoft product, who woulda guessed), althought it can be coaxed into running on other compilers, i have heard people saying that getting it to run on say borland C++ is a bitch (althought they might be just lost)… And lastly, OpenGL has been around a long time, and thus it is stable, it wont ever disappear (fingers crossed), while if say M$ dies (fingers crossed it happens) then its bye bye DX as i doubt that it would continue to live without M\$.

Did i mention that OpenGL is better than DX???

…The above views were expressed by Evil Void, he is dead now…

0
101 Feb 04, 2003 at 10:47

Summer? I guess thats winter for us aussies…

0
101 Feb 04, 2003 at 10:36

gl1.4 is ratified, yes. does not mean by any chance that gl1.4 is everywhere up to use (and somehow people believe that in gl2.0). rathification is this summer, i think..

0
101 Feb 04, 2003 at 10:34

Actually, i think there will be a time when we will be able to say that GL2.0 is out… I mean, atm we can safely say that GL1.4 is out, right? atm we are at 1.4, soon (hopefully) we will be at gl2.0 (BTW, afaik there wont be anything between 1.4 and 2.0 releases)…
Also, id like to reiterate that loading in models and picture formats is totally out of the question for putting into openGL, its not what it is meant to do, which is draw graphics. Its not meant to do input, sound, even open windows, and lastly, load file formats. And anyway, any decent programmer should be able to write up an image loader in a few hours. Unless its some anally obscure format which uses equally obscure compression.

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

opengl × 2
animation × 2
android × 2
indie × 2
rpg × 1
licensing × 1
film × 1
royalty × 1
music × 1
glsl × 1
linux × 1
ios × 1
audio × 1
gui × 1
contest × 1
native × 1
web × 1
hardware × 1
testing × 1
water × 1
webgl × 1