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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

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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
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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
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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.

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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
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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…

In response to Model Editing
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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
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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.

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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.

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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…

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101 Feb 04, 2003 at 10:47

Summer? I guess thats winter for us aussies…

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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..

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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.

In response to Laser Weapon
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101 Feb 04, 2003 at 10:04

Well if a laser is a true cylinder then if u were to only see a portion of the cyclinder flashing past ur eyes all u would see is a rectangle?? So u can use billboards to represent a laser but u don’t rotate ur billboard so it always faces the viewers camera.

So if u consider a laser with 2 points, point A where is originates from (probably a gun), point B it’s destination or current position. Then u draw a rectangle with a height equal to the diameter of the laser with one end at point A and the other end at point B. U can rotate the rectangle by the vector AB so that the viewer can see the maximum surface area of the rectangle.

Should the laser fire directly at the viewer then draw a circle using a billboard to create the effect.

If u use billboard u can create the 3D effects if u have really cool textures.

opps…. I said the hieght of rectangle should be the radius of the laser beam, in fact it should be the diameter.

In response to Normal Vector of Velocity
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101 Feb 04, 2003 at 09:47

I’m not sure what u r talking about.. But do u want to be able to translate ur object from it’s current position to a new position based on it’s current rotation and speed???

In response to Laser Weapon
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158 Feb 04, 2003 at 04:46

spherical billboarding won’t work. However, you can use cylindrical billboarding.

In response to Laser Weapon
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101 Feb 04, 2003 at 04:42

Just wondering.. why won’t billboarding work?? I think lots of games use billboarding to do their lasers.

In response to Game Theory
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101 Feb 04, 2003 at 03:05

hey thanks [[b]apex[/b], [b]woz[/b]] for the suggestion. quaternion solved my problem. had to read a lot of people’s interpretation until finding a course-site from ucla berkely which made a lot of sense. learned a lot and applied it.

again, thanks.

In response to Good OGL books
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101 Feb 03, 2003 at 19:12

well, I’d say it’s OK for a newbie, or someone just starting out on OpenGL

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101 Feb 03, 2003 at 18:33

uhm, espencially for pixel programs, a radeon9500 would have been a much bether buy (dunno how long you have your gf4..).. gf4 is quite old in those terms..

anyways, you can do stuff with it..

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101 Feb 03, 2003 at 18:30

I hope I’ll be able to do vertex and fragment programs on my GF4. I’d be very disappointed if I can’t, because it would be a waste of a hell of a lot of money

In response to Model Editing
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101 Feb 03, 2003 at 18:13

any format that blender can save/export to is theoretically possible to be loaded by opengl. In practice, some formats aren’t appropriate.

Take a look at the formats it can save in. If none of them suit you, you can write your own exporter

In response to OpenGL Performance...
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101 Feb 03, 2003 at 16:26

10q v3ry much :D

In response to Model Editing
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101 Feb 03, 2003 at 16:20

I’ve been playing with blender and it seems to be what I want. It really does a good job of bringing all that complexity into an interactive UI. Now, can these models then be implemented in OpenGL? What export format does one use?

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101 Feb 03, 2003 at 13:21

best is to know all of them, and love and hate all of them. both have great features, and both have stuff wich is really messy. so what? gl is great, dx is great, c is great, c++ is great, c# is great, too.. tons of other stuff as well..

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