Submit
0684f9d33f52fa189aad7ac9e8c87510
0
baldurk 101 Feb 05, 2003 at 19:51

I’d say GLUT is adequate for knocking up a simple demo, but you’re right. SDL is better and GLUT is old.

0684f9d33f52fa189aad7ac9e8c87510
0
baldurk 101 Feb 05, 2003 at 19:45

I’d say that DirectX will be first with the new techniques is because it doesn’t have to pass them through a board. The ARB will always slow OpenGL down in my opinion

In response to Laser Weapon
0684f9d33f52fa189aad7ac9e8c87510
0
baldurk 101 Feb 05, 2003 at 19:21

I’d draw a triangular prism (a triangle at each end and a quad for each side) and then do some fancy texture mapping and particle effects to make it look better. With the right texturing and lighting you could make it look pretty smooth.

2940f695c41efc6cd617f2dbf7d2c065
0
woz1010 101 Feb 05, 2003 at 16:00

You can now take advantage of this library to provide full featured DirectX functionality to prototype your Open GL games. GL/OS offers very easy-to-use methods and interfaces to quickly take advantage of DirectInput, DirectSound, DirectMusic, and DirectPlay

Took a look at there API docs, and sample program.

This API wraps DirectInput, DirectSound, DirectMusic, and DirectPlay it what appears to be a simple to use set of objects.

Rendering is done on there callback Frame function, that you provide, and where you do all specific graphic rendering. There sample shows OpenGL code here, and check the state of the keyboard, mouse etc.

In response to Laser Weapon
C24eb7e6aaefba78b94c831ddc7b4d0b
0
donBerto 101 Feb 05, 2003 at 15:49

going off of Cyrax’s “clever texture mapping”

let’s use a vector for the path of the laser. starting point is at the barrel of the weapon and the terminal point is the opponent ship. . using the magnitude/length of the vector as the ‘length’ of the laser’s path. make a rectangle based on the length and then texture. theoretically, no matter what viewpoint you’re at, you’ll see a relative laser shot. well, maybe all points of view except directly where it will be just a point.

any more ideas?

In response to Laser Weapon
6ad5f8c742f1e8ec61000e2b0900fc76
0
davepermen 101 Feb 05, 2003 at 15:49

and you have to orient the flat rectangle around the laserbeam axis facing the camera.. haven’t i mentoyed this above yet? a quad rotating around the laserbeam direction, billboarding you? billboards don’t mean always be facing the cam in all directions. it can mean as well that its a board that rotates around some axis to always try to face the camera. and thats what i would use for laserbeams.. or prismas.. dunno..

In response to Laser Weapon
590e8bdac8129bd87b188df15e62d0e5
0
CyraX 101 Feb 05, 2003 at 14:55

What about using views based systems?

__________________________________________________

|__________________________________________________| <- Side B and Side A

From the side a laser is JUST a rectangle. Using clever texture mapping, create a texture that is pretty bright @ the center and pitch dark @ the edges.
Now when you have the Side A and B, these should be modelled in “circular” forms. Thus create a texture (or resuse the textre) and using alpha blending, just chop off the corners.
I guess this is te best way of doing this.
Any better way I would love to know.

In response to Game Theory
C24eb7e6aaefba78b94c831ddc7b4d0b
0
donBerto 101 Feb 05, 2003 at 12:45

sure.

rough definition of gimbal lock: calculation of some angles may ‘override’ another, preventing an angle from being positive/negative or whatever.

good definition: http://www.gamedev.net/reference/articles/…article1095.asp
[third blue heading down the page].

and excuse me, the site is from UCberkely, not UCLA. sorry. here:

http://www.cs.berkeley.edu/\~laura/cs184/qu…quaternion.html

an example of gimbal lock [similar to what I encountered]:

struct vector
{
  float x, y, z;
};

void func(float horizAngle, float vertAngle)
{
  vector forwardv;

  // looking up and down
  forwardv.z = cos(vertAngle); // first z calculation
  forwardv.y = sin(vertAngle);

  // looking left and right
  forwardv.x = cos(horizAngle);
  forwardv.z = sin(horizAngle); // gimbal lock - overrides first z's calculation
}

i hope this will helpl people in the long-run.

cheers,
-berto

In response to Game Theory
685e5533937482e6804a686ef5210c99
0
shezan 101 Feb 05, 2003 at 08:00

@donBerto

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.

whats a gimbal lock? anyway, could you post the link to the ucla site that explains quaternions.. thanks :)

685e5533937482e6804a686ef5210c99
0
shezan 101 Feb 05, 2003 at 07:44

@davepermen

and then there is openAL, similar to opengl in usage.. i think.. haven’t tried it, but a friend of mine is very happy with it

yes its pretty good, the thing i like about it is that its very similar to openGL (in terms of syntax etc), so if you’re familiar with openGL, then it would be very easy to pick up OpenAL. check it out at www.openal.org

C24eb7e6aaefba78b94c831ddc7b4d0b
0
donBerto 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.

C24eb7e6aaefba78b94c831ddc7b4d0b
0
donBerto 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.

D491261d0cdbea6f1f04129ba87f4d09
0
void 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.

D491261d0cdbea6f1f04129ba87f4d09
0
void 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..

C24eb7e6aaefba78b94c831ddc7b4d0b
0
donBerto 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:

49921baa7439fb1e91e02caf0a925cfe
0
DarkLight 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.

6ad5f8c742f1e8ec61000e2b0900fc76
0
davepermen 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..

49921baa7439fb1e91e02caf0a925cfe
0
DarkLight 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
49921baa7439fb1e91e02caf0a925cfe
0
DarkLight 101 Feb 04, 2003 at 22:31

This site is very helpfull
10x
I found all I need

C24eb7e6aaefba78b94c831ddc7b4d0b
0
donBerto 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

49921baa7439fb1e91e02caf0a925cfe
0
DarkLight 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
Fdbdc4176840d77fe6a8deca457595ab
0
dk 158 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.

6ad5f8c742f1e8ec61000e2b0900fc76
0
davepermen 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

0684f9d33f52fa189aad7ac9e8c87510
0
baldurk 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
C24eb7e6aaefba78b94c831ddc7b4d0b
0
donBerto 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.

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

Recent Tags

indie × 4
game-development × 3
android × 2
gaming × 2
design-patterns × 2
windows-phone × 1
music × 1
sound × 1
ios × 1
multiplayer × 1
networking × 1
testing × 1
game-programming × 1
3d-engine × 1
shaders × 1
cross-platform × 1
royalty × 1
game-design × 1
game-industry × 1
graphics × 1
mmo × 1
open-source × 1
mmorpg × 1
gameplay × 1
glsl × 1