[gameprogrammer] Re: gameprogrammer Digest V2 #177

Hi

This may not help but you could always try using GL_CLAMP_TO_EDGE as the texture parameters if you want to remove seams from the texture.

Gautam




From: FreeLists Mailing List Manager <ecartis@xxxxxxxxxxxxx>
Reply-To: gameprogrammer@xxxxxxxxxxxxx
To: gameprogrammer digest users <ecartis@xxxxxxxxxxxxx>
Subject: gameprogrammer Digest V2 #177
Date: Thu, 13 Oct 2005 02:04:10 -0500 (EST)

gameprogrammer Digest   Wed, 12 Oct 2005        Volume: 02  Issue: 177

In This Issue:
                [gameprogrammer] Re: open gl and camera
                [gameprogrammer] Re: Q3 source
                [gameprogrammer] Re: open gl and camera
                [gameprogrammer] Re: Q3 source
                [gameprogrammer] texture mapping in open gl
                [gameprogrammer] SMPEG Question
                [gameprogrammer] Re: texture mapping in open gl
                [gameprogrammer] Re: texture mapping in open gl
                [gameprogrammer] Re: texture mapping in open gl
                [gameprogrammer] Re: open gl and camera
                [gameprogrammer] RPG
                [gameprogrammer] Re: RPG
                [gameprogrammer] Re: RPG
                [gameprogrammer] Re: RPG
                [gameprogrammer] Re: RPG
                [gameprogrammer] Re: RPG
                [gameprogrammer] Re: RPG
                [gameprogrammer] Re: RPG
                [gameprogrammer] Re: RPG

----------------------------------------------------------------------

Date: Wed, 12 Oct 2005 01:00:11 -0700
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [gameprogrammer] Re: open gl and camera

when you have this problem sorted out of where the camera should be in
accordance with the player, you might find that the camera is too jerky or
that it would look better with smoother transitions.
If this is the case, instead of instantly setting the camera to the position
it should be, store it in a "destination" camera position variable, and add
or subtract from the current camera's position in increments of whatever
size you want to get to the destination position.


You can even use a physics model like momentum or something to control if
the camera updates slow or fast.

might play around with this idea later on and see if it adds anything to the
play experience (:


On 10/11/05, Stephen <gp@xxxxxxxxxxxxxxxxxxxxxxxx> wrote:
>
> I assume its just the position of the camera you want, not the player?
> Its maybe over-simplifying it a bit, but I work out the next location of
> the camera as:
>
> cx = px + (cos(players angle) * distance_from_player)
> cy = however_high_you_want_the_camera
> cz = pz + (sin(players angle) * distance_from_player)
>
> (PS - I've never played WoW, so I don't know if there's some aspect from
> it that I'm not incorporating).
>
> Hope it helps,
>
> Stephen Smith
>
> Roger D Vargas wrote:
>
> > Im making a simple deme where I try to implement a third person view
> > (from behind player, like in WoW). I place the camera at cx, cy, cz,
> > looking at lx, ly, lz. And then my math fails and I dont know how to
> > compute next locations when player moves ahead/back or rotates
> > right/left. Can somebody give me an idea?
> >
> >
>
>
>
>
>
> ---------------------
> To unsubscribe go to http://gameprogrammer.com/mailinglist.html
>
>
>


------------------------------

Date: Mon, 10 Oct 2005 09:16:06 +1300
From: Jake Briggs <jacob_briggs@xxxxxxxxxxxxxxx>
Subject: [gameprogrammer] Re: Q3 source

I have the quake3 source, I downloaded the day it was released. I built
it on my linux box at home, and played a quick game. Its definitly
released, the quickest of googles will reveal that fact.

Vince wrote:

>I wasn't able to find it a month or so ago and that's
>where I was directed.  It stands to reason that John
>Carmack, of all people, would have correct information
>on the matter.
>
>Vince~
>
>--- Dennis Møllegaard Pedersen <dennis@xxxxxxxxxxxxxx>
>wrote:
>
>
>
>>Vince wrote:
>>
>>>From John Carmack's .plan at
>>
>>http://www.armadilloaerospace.com/n.x/johnc/Recent%20Updates
>>
>>
>>>"Quake 3 Source
>>>
>>>I intended to release the Q3 source under the GPL
>>>
>>>
>>by
>>
>>
>>>
>>>
>>>
>>>
>>Which was written december 31. 2004. On the around
>>19 august 2005 sites
>>(like http://www.shacknews.com/onearticle.x/38305)
>>announced:
>>
>>"As expected, the full source code for Quake 3 is
>>now available
>><http://www.fileshack.com/file.x?fid=7547>. The
>>source code, available
>>under the GPL license, can be compiled under
>>Windows, Mac and Linux
>>environments. The zip also includes the source code
>>to Q3Radiant 200f.
>>You can find the included readme.txt here
>>
>>
>>
><http://www.shacknews.com/docs/press/081905_quake3.x>."
>
>
>>.. so why wait? :)
>>
>>
>>---------------------
>>To unsubscribe go to
>>http://gameprogrammer.com/mailinglist.html
>>
>>
>>
>>
>>
>
>
>
>
>__________________________________
>Yahoo! Mail - PC Magazine Editors' Choice 2005
>http://mail.yahoo.com
>
>
>---------------------
>To unsubscribe go to http://gameprogrammer.com/mailinglist.html
>
>
>
>
>
>

--
Jacob Briggs
Systems Engineer
Core Technology
Ph: +64 (04) 499 1102

--

Named after its country of origin 'England', English is a little known dialect used by up to 1.5 billion non-Americans worldwide. Some interesting but obviously incorrect features of the language include:

- queues of people
- wonderful coloUrs
- the useful metal aluminIum
- the exotic herbs (h-urbs), basil (ba-zil) and oregano (o-re-gaa-no)
- specialiSed books called 'dictionaries' that tell you how to spell words correctly


Many people using this bizarre gutter speak also subscribe to the pagan belief that water freezes at 0 degrees and that distances should be measured in the forbidden mathematical system of base-10...


------------------------------

Date: Wed, 12 Oct 2005 07:26:41 -0400
From: Roger D Vargas <luo_hei@xxxxxxxx>
Subject: [gameprogrammer] Re: open gl and camera



Scott Harper wrote:

>
> So I'd try that out.  I'm on my laptop now, otherwise I may come up with
> a simple program to test the theory, but I imagine you'll test it pretty
> quickly anyway.  I'm assuming you can get the player's look vector
> already in your code.  I believe there's an interesting example on the
> NeHe site for this as well... let's see *looks up*
I still havent vectors defined, as my math isnt good enough. I knew I
would need one to keep the direction the player is facing, but I just
stopped working yesterday when noticed I didnt knew how to move the camera.
Thanks for the help, I ll draw it on a paper first to see if I
underestand everything correctly.

--
Roger D. Vargas
http://dsgp.blogspot.com | Linux, programación, juegos


______________________________________________ Renovamos el Correo Yahoo! Nuevos servicios, más seguridad http://correo.yahoo.es

------------------------------

Date: Wed, 12 Oct 2005 05:27:26 -0700 (PDT)
From: Vince <uberneen@xxxxxxxxx>
Subject: [gameprogrammer] Re: Q3 source

I believe you, it's released.  All I'm saying is that
a few months ago a simple google search yielded no
source and a handful of message boards saying we had
to wait longer.  I was clarifying why I thought what I
thought, we've already established that the source is
out.

--- Jake Briggs <jacob_briggs@xxxxxxxxxxxxxxx> wrote:

> I have the quake3 source, I downloaded the day it
> was released. I built
> it on my linux box at home, and played a quick game.
> Its definitly
> released, the quickest of googles will reveal that
> fact.
>
> Vince wrote:
>
> >I wasn't able to find it a month or so ago and
> that's
> >where I was directed.  It stands to reason that
> John
> >Carmack, of all people, would have correct
> information
> >on the matter.
> >
> >Vince~
> >
> >--- Dennis Møllegaard Pedersen
> <dennis@xxxxxxxxxxxxxx>
> >wrote:
> >
> >
> >
> >>Vince wrote:
> >>
> >>>From John Carmack's .plan at
> >>
>
>>http://www.armadilloaerospace.com/n.x/johnc/Recent%20Updates
> >>
> >>
> >>>"Quake 3 Source
> >>>
> >>>I intended to release the Q3 source under the GPL
> >>>
> >>>
> >>by
> >>
> >>
> >>>
> >>>
> >>>
> >>>
> >>Which was written december 31. 2004. On the around
> >>19 august 2005 sites
> >>(like http://www.shacknews.com/onearticle.x/38305)
> >>announced:
> >>
> >>"As expected, the full source code for Quake 3 is
> >>now available
> >><http://www.fileshack.com/file.x?fid=7547>. The
> >>source code, available
> >>under the GPL license, can be compiled under
> >>Windows, Mac and Linux
> >>environments. The zip also includes the source
> code
> >>to Q3Radiant 200f.
> >>You can find the included readme.txt here
> >>
> >>
> >>
>
><http://www.shacknews.com/docs/press/081905_quake3.x>."
> >
> >
> >>.. so why wait? :)
> >>
> >>
> >>---------------------
> >>To unsubscribe go to
> >>http://gameprogrammer.com/mailinglist.html
> >>
> >>
> >>
> >>
> >>
> >
> >
> >
> >
> >__________________________________
> >Yahoo! Mail - PC Magazine Editors' Choice 2005
> >http://mail.yahoo.com
> >
> >
> >---------------------
> >To unsubscribe go to
> http://gameprogrammer.com/mailinglist.html
> >
> >
> >
> >
> >
> >
>
> --
> Jacob Briggs
> Systems Engineer
> Core Technology
> Ph: +64 (04) 499 1102
>
> --
>
> Named after its country of origin 'England', English
> is a little known dialect used by up to 1.5 billion
> non-Americans worldwide. Some interesting but
> obviously incorrect features of the language
> include:
>
> - queues of people
> - wonderful coloUrs
> - the useful metal aluminIum
> - the exotic herbs (h-urbs), basil (ba-zil) and
> oregano (o-re-gaa-no)
> - specialiSed books called 'dictionaries' that tell
> you how to spell words correctly
>
> Many people using this bizarre gutter speak also
> subscribe to the pagan belief that water freezes at
> 0 degrees and that distances should be measured in
> the forbidden mathematical system of base-10...
>
>
>
> ---------------------
> To unsubscribe go to
> http://gameprogrammer.com/mailinglist.html
>
>
>





__________________________________
Yahoo! Mail - PC Magazine Editors' Choice 2005
http://mail.yahoo.com

------------------------------

Date: Wed, 12 Oct 2005 07:35:46 -0400
From: Roger D Vargas <luo_hei@xxxxxxxx>
Subject: [gameprogrammer] texture mapping in open gl

I adapted some code for a 3ds file loader. I made my own renderer, but I
have an small problem. I have a simple wall piece made in Milkshape, so
every wall face is made of 2 triangles. Even when I use the texture
coordinates stored in the file, I got an ugly line marking the polygon
edges. Can somebody tell me if my problem is that Im using wrong texture
coordinates or maybe Im missing some parameter to tell open gl to blend
texture borders?

--
Roger D. Vargas
http://dsgp.blogspot.com | Linux, programación, juegos




______________________________________________ Renovamos el Correo Yahoo! Nuevos servicios, más seguridad http://correo.yahoo.es

------------------------------

Date: Wed, 12 Oct 2005 12:22:02 -0500
From: Chris Nystrom <cnystrom@xxxxxxxxx>
Subject: [gameprogrammer] SMPEG Question

I found the example code for SMPEG on a mailing list, I think. It used
to work perfectly, but when I upgraded from Fedora Core 3 to Fedora
Core 4 it seems to have broken it. Audio still seems to work fine, but
the video is very fuzzy, although still kind of recognizable.

I do notice that the plaympeg example program still seems to work fine.

I am not sure what I need to change in the example, to get it to work
again. There does not seem to be a whole lot to it, except for calling
the SMPEG lib.

Any ideas?

Thank you in advance.

--

#include <stdlib.h>
#include <stdio.h>
#include "SDL.h"
#include <smpeg/smpeg.h>

SDL_Surface *screen;
SDL_Rect dst;
SMPEG *mpeg;
SMPEG_Info info;

SDL_Surface *surf_1;
Uint32 rmask, gmask, bmask, amask;

void updateMPEGFrame(SDL_Surface * buffer, Sint32 x, Sint32 y,
                     Uint32 w, Uint32 h)
{
        SDL_BlitSurface(buffer, NULL, screen, &dst);
        SDL_Flip(screen);
}

int main(int argc, char *argv[])
{
        SDL_Surface *sTemp;

        if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) !=3D 0) {
                printf("%s:%u SDL initialization error\n", __FILE__,
                       __LINE__);
                return 1;
        }

        atexit(SDL_Quit);

        screen =3D SDL_SetVideoMode(640, 480, 0, 0);

        if (screen =3D=3D NULL) {
                printf("%s:%u Unable to set video mode\n", __FILE__,
                       __LINE__);
                return 1;
        }

        dst.x =3D dst.y =3D 0;
        dst.w =3D 640;
        dst.h =3D 400;

        // Create surface,
#if SDL_BYTEORDER =3D=3D SDL_BIG_ENDIAN
        rmask =3D 0xff000000;
        gmask =3D 0x00ff0000;
        bmask =3D 0x0000ff00;
        amask =3D 0x000000ff;
#else
        rmask =3D 0x000000ff;
        gmask =3D 0x0000ff00;
        bmask =3D 0x00ff0000;
        amask =3D 0xff0000ff;
#endif

sTemp =3D
SDL_CreateRGBSurface(SDL_SWSURFACE, 640, 400, 32, rmask, gmask,
bmask, amask);


        if (sTemp =3D=3D NULL) {
                printf("%s:%u Failed to create RGB surface\n", __FILE__,
                       __LINE__);
                return 1;
        } else
                printf("%s:%u RGB surface created\n", __FILE__, __LINE__);

        surf_1 =3D SDL_DisplayFormat(sTemp);

        mpeg =3D SMPEG_new("1.mpg", &info, 1);

        if (info.has_video)
                printf("w =3D %d, h =3D %d\n", info.width, info.height);
        else {
                printf("%s:%u no video found\n", __FILE__, __LINE__);
                return 1;
        }

        SMPEG_setdisplay(mpeg, surf_1, NULL, updateMPEGFrame);
        SMPEG_play(mpeg);
        int done =3D 0;

while (!done && ((SMPEG_status(mpeg) =3D=3D SMPEG_PLAYING))) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
if (event.key.keysym.sym =3D=3D SDLK_ESCAPE=
)
done =3D 1;
break;
case SDL_QUIT:
done =3D 1;
break;
default:
break;
}
}


                SDL_Delay(200);
        }

        SMPEG_delete(mpeg);
        SDL_Quit();

        return 0;
}

--
E-Mail: Chris Nystrom <cnystrom@xxxxxxxxx>
Business: http://www.shaklee.net/austin
Blog: http://conversazione.blogspot.com/
AIM: nystromchris

------------------------------

Date: Wed, 12 Oct 2005 10:22:28 -0700
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [gameprogrammer] Re: texture mapping in open gl

I've heard of an "edge flag" before, not sure what it does exactly or how to
set/unset it but i always assumed it was for this situation (:
On 10/12/05, Roger D Vargas <luo_hei@xxxxxxxx> wrote:
>
> I adapted some code for a 3ds file loader. I made my own renderer, but I
> have an small problem. I have a simple wall piece made in Milkshape, so
> every wall face is made of 2 triangles. Even when I use the texture
> coordinates stored in the file, I got an ugly line marking the polygon
> edges. Can somebody tell me if my problem is that Im using wrong texture
> coordinates or maybe Im missing some parameter to tell open gl to blend
> texture borders?
>
> --
> Roger D. Vargas
> http://dsgp.blogspot.com | Linux, programación, juegos
>
>
>
>
> ______________________________________________
> Renovamos el Correo Yahoo!
> Nuevos servicios, más seguridad
> http://correo.yahoo.es
>
>
> ---------------------
> To unsubscribe go to http://gameprogrammer.com/mailinglist.html
>
>
>



------------------------------

From: Scott Harper <lareon@xxxxxxxxxxx>
Subject: [gameprogrammer] Re: texture mapping in open gl
Date: Wed, 12 Oct 2005 13:20:02 -0600

> I adapted some code for a 3ds file loader. I made my own renderer,
> but I have an small problem. I have a simple wall piece made in
> Milkshape, so every wall face is made of 2 triangles. Even when I
> use the texture coordinates stored in the file, I got an ugly line
> marking the polygon edges. Can somebody tell me if my problem is
> that Im using wrong texture coordinates or maybe Im missing some
> parameter to tell open gl to blend texture borders?

What about using, rather than two separate polygons, you draw them
using one of the POLYGON_STRIP, or GL_POLYS (I think that's the one
that just renders multiple polygons at once) settings?  I imagine
that these will keep a more precise(?) track of where everything is,
because it's the same points for one side of the polygon, and so
maybe it keeps better track of things?

Another test would be to do it all by hand, and make a custom flat
plane in code (rather than load it from a file), and then texture the
triangles involved in that plane ALSO in code.  If THAT looks right,
then I think it's safe to assume that it's Milkshape's fault and not
yours...?

Hope this helps,
--Scott

------------------------------

Date: Wed, 12 Oct 2005 18:09:15 -0400
From: Roger D Vargas <luo_hei@xxxxxxxx>
Subject: [gameprogrammer] Re: texture mapping in open gl



Scott Harper wrote:
>> I adapted some code for a 3ds file loader. I made my own renderer,
>> but I have an small problem. I have a simple wall piece made in
>> Milkshape, so every wall face is made of 2 triangles. Even when I  use
>> the texture coordinates stored in the file, I got an ugly line
>> marking the polygon edges. Can somebody tell me if my problem is  that
>> Im using wrong texture coordinates or maybe Im missing some  parameter
>> to tell open gl to blend texture borders?
>
>
> What about using, rather than two separate polygons, you draw them
> using one of the POLYGON_STRIP, or GL_POLYS (I think that's the one
> that just renders multiple polygons at once) settings?  I imagine  that
> these will keep a more precise(?) track of where everything is,  because
> it's the same points for one side of the polygon, and so  maybe it keeps
> better track of things?
Maybe you mean a triangle strip? I will try that, but I thought triangle
order in file should be otimized to allow apply a triangle strip to the
mesh.

>
> Another test would be to do it all by hand, and make a custom flat
> plane in code (rather than load it from a file), and then texture the
> triangles involved in that plane ALSO in code.  If THAT looks right,
> then I think it's safe to assume that it's Milkshape's fault and not
> yours...?
I doubt that will work, because the texture is an 64x64 square and I
have no idea about what coordinates to use.

--
Roger D. Vargas
http://dsgp.blogspot.com | Linux, programación, juegos


______________________________________________ Renovamos el Correo Yahoo! Nuevos servicios, más seguridad http://correo.yahoo.es

------------------------------

From: "Ray Gomez-Bravo" <rgomezbravo@xxxxxxx>
Subject: [gameprogrammer] Re: open gl and camera
Date: Wed, 12 Oct 2005 16:32:20 -0700

I think you should probably review a little math with vectors, matrices,
reference frames, and etc for transformations. Might I suggest you visit
and study: http://kwon3d.com/theory/transform.html. While the site is not a
course in physics, linear algebra, or vector geometry, it will give you
sufficient drawings and information so you may feel a wee bit more
comfortable. Incidentally, it may provide you with the matrices you are
looking for. If the matrices are not the one you are looking for you might
try
http://www.css.tayloru.edu/~btoll/s99/424/res/mtu/Notes/geometry/geo-tran.ht
m.


If neither of the sites, above, help, you might try searching for
"transformation matrix" or "affine transformations".

Good luck,

rgb


-----Original Message----- From: gameprogrammer-bounce@xxxxxxxxxxxxx [mailto:gameprogrammer-bounce@xxxxxxxxxxxxx]On Behalf Of Roger D Vargas Sent: Wednesday, October 12, 2005 4:27 AM To: gameprogrammer@xxxxxxxxxxxxx Subject: [gameprogrammer] Re: open gl and camera


Scott Harper wrote:

>
> So I'd try that out.  I'm on my laptop now, otherwise I may come up with
> a simple program to test the theory, but I imagine you'll test it pretty
> quickly anyway.  I'm assuming you can get the player's look vector
> already in your code.  I believe there's an interesting example on the
> NeHe site for this as well... let's see *looks up*
I still havent vectors defined, as my math isnt good enough. I knew I
would need one to keep the direction the player is facing, but I just
stopped working yesterday when noticed I didnt knew how to move the camera.
Thanks for the help, I ll draw it on a paper first to see if I
underestand everything correctly.

--
Roger D. Vargas
http://dsgp.blogspot.com | Linux, programación, juegos


______________________________________________ Renovamos el Correo Yahoo! Nuevos servicios, más seguridad http://correo.yahoo.es


--------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html


------------------------------

Date: Wed, 12 Oct 2005 18:44:44 -0700 (PDT)
From: Craig Chambers <reym_camroth@xxxxxxxxx>
Subject: [gameprogrammer] RPG

well noone seems interested in what i wrote before, so
maybe i'll try to start again.

i'm really new to programming and posting, but i saw
this sight and i thought it would be good.

i've had this game running around in my head for about
8 years now and have tried a few times to put it on to
a computer, but i've been using, or rather trying to
use, visual basic. it hasn't really worked.

the main idea of this game would be to heave a
'gesture editor' in the game so that players could
make their own moves. the gesture editor would be used
for things like combat maeuvers, with or without
weapons, casting of 'spells', and even for things like
hunting and smithing etc.

the other problem that i have is that one character
would have as many as 300-400 variables just as
characteristics, not including skills and knowlege
variables, this seemms to bog down, so i'm moving over
to c++.

one problem is that i can't find the 'programming
language' do i just need the compiler and then write
the code in a text editor???







__________________________________
Yahoo! Mail - PC Magazine Editors' Choice 2005
http://mail.yahoo.com

------------------------------

Date: Thu, 13 Oct 2005 14:51:59 +1300
From: Jake Briggs <jacob_briggs@xxxxxxxxxxxxxxx>
Subject: [gameprogrammer] Re: RPG



Craig Chambers wrote:

>well noone seems interested in what i wrote before, so
>maybe i'll try to start again.
>
>i'm really new to programming and posting, but i saw
>this sight and i thought it would be good.
>
>i've had this game running around in my head for about
>8 years now and have tried a few times to put it on to
>a computer, but i've been using, or rather trying to
>use, visual basic. it hasn't really worked.
>
>the main idea of this game would be to heave a
>'gesture editor' in the game so that players could
>make their own moves. the gesture editor would be used
>for things like combat maeuvers, with or without
>weapons, casting of 'spells', and even for things like
>hunting and smithing etc.
>
>

This very is cool. Have you Played "black and white"? It has no "HUD"
(heads up display), no buttons or anything. You interact with the game
world with mouse gestures. You can't invent your own though....

>the other problem that i have is that one character
>would have as many as 300-400 variables just as
>characteristics, not including skills and knowlege
>variables, this seemms to bog down, so i'm moving over
>to c++.
>
>one problem is that i can't find the 'programming
>language' do i just need the compiler and then write
>the code in a text editor???
>
>

Yes. You could use some sort of IDE, like microsoft visual studio or
something. Other people on this list will be able to give you a better
answer, I just use command line compilers, jedit or gedit and makefiles....

Jake


> > > > > > >__________________________________ >Yahoo! Mail - PC Magazine Editors' Choice 2005 >http://mail.yahoo.com > > >--------------------- >To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > > > > >

--
Jacob Briggs
Systems Engineer

Core Technology Limited
Level 1, NZX Centre
11 Cable Street
Wellington
Phone +64 4 499-1108

--

Named after its country of origin 'England', English is a little known dialect used by up to 1.5 billion non-Americans worldwide. Some interesting but obviously incorrect features of the language include:

- queues of people
- wonderful coloUrs
- the useful metal aluminIum
- the exotic herbs (h-urbs), basil (ba-zil) and oregano (o-re-gaa-no)
- specialiSed books called 'dictionaries' that tell you how to spell words correctly


Many people using this bizarre gutter speak also subscribe to the pagan belief that water freezes at 0 degrees and that distances should be measured in the forbidden mathematical system of base-10...


------------------------------

From: "Mike Gillissie" <Niyoto@xxxxxxxxxx>
Subject: [gameprogrammer] Re: RPG
Date: Wed, 12 Oct 2005 22:35:56 -0400

I don't think I was around to hear of your idea earlier, but I think it
sounds tremendous, although a lot of work for you - worthwhile work,
especially as the culmination of a near-decade dream!! :)

I've been doing my game development in Java, so I'm not too sure what C/C++
options are out there - I'm also interested in hearing what other folks like
to use, because I'm thinking I may need to brush up on my C again sooner or
later... :)


I think your "gesture" idea sounds great - as Jake said, it's similar to
Black & White with it's mouse-pattern command interface - I love the thought
of being able to come up with my own moves, try them out against other folks
and see what works - flexibility is king. :)


Good luck to you, sir! I hope to hear lots of progress updates!! :)
-Mike

>>i've had this game running around in my head for about
>>8 years now and have tried a few times to put it on to
>>a computer, but i've been using, or rather trying to
>>use, visual basic. it hasn't really worked.
>>
>>the main idea of this game would be to heave a
>>'gesture editor' in the game so that players could
>>make their own moves. the gesture editor would be used
>>for things like combat maeuvers, with or without
>>weapons, casting of 'spells', and even for things like
>>hunting and smithing etc.



------------------------------

From: Martyn Ashworth <m.ashworth@xxxxxxxxxxxxxxxxxx>
Subject: [gameprogrammer] Re: RPG
Date: Thu, 13 Oct 2005 04:53:45 +0100

On Thursday 13 Oct 2005 02:44, Craig Chambers wrote:
>
> one problem is that i can't find the 'programming
> language' do i just need the compiler and then write
> the code in a text editor???
I presume you're using a windows environment, as nearly every *NIX box i've
ever come across has some form of C++ compiler installed?

There are many compilers out there for nearly all systems, but most of them do
not come with an IDE. This quick list should help you out I hope.


(Compiler only)
Borland C++ Compiler @ http://www.borland.com/downloads/download_cbuilder.html


(Free IDE + Compiler)
Bloodshed Software's Dev-C++ @ http://www.bloodshed.net/devcpp.html
Microsoft (Free) BETA of VS2005 @ http://msdn.microsoft.com/getthebetas/

Of all of them I prefer the Visual Studio family, but I rarely use it for C++
(I mostly code with KDevelop on Linux and port across to Windows as I find it
a lot easier this way), but that has certainly been my choice recently with
the work i've been doing (.NET based) and i'm quite impressed with it. Be
prepared for a long wait for delivery though if you do order the BETA kit, I
waited 2 months for my copy.


Another possible solution is to use PSPad (which is an excellent replacement
notepad for windows regardless) and a command-line compiler such as MinGW or
Borland C++ as listed above.


Take Care,
M

-- Attached file included as plaintext by Ecartis --

-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.4.1 (GNU/Linux)

iD8DBQBDTdpOU49vRyfWu44RAhqZAJ9vrEOrwpxeSCmGKXivgco+g0FUKwCfRBZx
dPdQ+dTbVNeuNaDmN5lf8MM=
=PM4s
-----END PGP SIGNATURE-----



------------------------------

Date: Wed, 12 Oct 2005 21:08:49 -0700
From: Kevin Jenkins <gameprogrammer@xxxxxxxxxx>
Subject: [gameprogrammer] Re: RPG



Craig Chambers wrote:

> well noone seems interested in what i wrote before, so
> maybe i'll try to start again.
>
> i'm really new to programming and posting, but i saw
> this sight and i thought it would be good.
>
> i've had this game running around in my head for about
> 8 years now and have tried a few times to put it on to
> a computer, but i've been using, or rather trying to
> use, visual basic. it hasn't really worked.

Don't waste time with Visual Basic or free compilers such as Dev-C++.
Every professional game developer uses MSVC .NET or 6.0.  It costs $100
to $600 depending on what you get but if you want to make a serious game
then you need to invest some money.

> the main idea of this game would be to heave a
> 'gesture editor' in the game so that players could
> make their own moves. the gesture editor would be used
> for things like combat maeuvers, with or without
> weapons, casting of 'spells', and even for things like
> hunting and smithing etc.
>
> the other problem that i have is that one character
> would have as many as 300-400 variables just as
> characteristics, not including skills and knowlege
> variables, this seemms to bog down, so i'm moving over
> to c++.
>
> one problem is that i can't find the 'programming
> language' do i just need the compiler and then write
> the code in a text editor???

With free tools then yes that is what you do.

With professional tools you use an integrated IDE with run-time
debugging, context sensitive information, integrated help, and project
files.

Get MSVC.net and Visual Assist.  Then download the DirectX SDK.

------------------------------

Date: Thu, 13 Oct 2005 17:16:43 +1300
From: Jake Briggs <jacob_briggs@xxxxxxxxxxxxxxx>
Subject: [gameprogrammer] Re: RPG

Kevin Jenkins wrote:

>
>
>
> Don't waste time with Visual Basic or free compilers such as Dev-C++.
> Every professional game developer uses MSVC .NET or 6.0.  It costs
> $100 to $600 depending on what you get but if you want to make a
> serious game then you need to invest some money.
> With free tools then yes that is what you do.
>
> With professional tools you use an integrated IDE with run-time
> debugging, context sensitive information, integrated help, and project
> files.


Tools being free doesnt mean they shouldn't be used by professionals. I am a professional, my code I write is professional, and the tools I use are free (as in beer, and as in freedom). Just because the debugger is "integrated" doesnt mean its a better debugger, and having context sensitive help doesnt make you a good coder.

--
Jacob Briggs
Systems Engineer

Core Technology Limited
Level 1, NZX Centre
11 Cable Street
Wellington
Phone +64 4 499-1108

--

Named after its country of origin 'England', English is a little known dialect used by up to 1.5 billion non-Americans worldwide. Some interesting but obviously incorrect features of the language include:

- queues of people
- wonderful coloUrs
- the useful metal aluminIum
- the exotic herbs (h-urbs), basil (ba-zil) and oregano (o-re-gaa-no)
- specialiSed books called 'dictionaries' that tell you how to spell words correctly


Many people using this bizarre gutter speak also subscribe to the pagan belief that water freezes at 0 degrees and that distances should be measured in the forbidden mathematical system of base-10...


------------------------------

From: Martyn Ashworth <m.ashworth@xxxxxxxxxxxxxxxxxx>
Subject: [gameprogrammer] Re: RPG
Date: Thu, 13 Oct 2005 05:38:54 +0100

On Thursday 13 Oct 2005 05:08, Kevin Jenkins wrote:
> With free tools then yes that is what you do.
>
> With professional tools you use an integrated IDE with run-time
> debugging, context sensitive information, integrated help, and project
> files.
>
> Get MSVC.net and Visual Assist. Then download the DirectX SDK.
I'd suggest looking at SDL for ease of use, and OpenGL for a multi platform
compliant 3D avenue. Why not think about developing for Playstation / Apple /
*NIX and not just MS systems?


And there's nothing wrong with my unprofessional tools. I don't see why I
should spend money to perform the same task.

Take care,
M

-- Attached file included as plaintext by Ecartis --

-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.4.1 (GNU/Linux)

iD8DBQBDTeTkU49vRyfWu44RAtTZAJoC6hsdqQZAlfCrqY/VxVEi76eVJQCfUrbG
IxRe+5V08f6fCmacahg909U=
=JeL/
-----END PGP SIGNATURE-----



------------------------------

Date: Wed, 12 Oct 2005 23:09:35 -0700
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [gameprogrammer] Re: RPG

hope im not adding to the flamage but i also do professional C++
programming, in windows what i use is msys (a bash type prompt to execute
make commands etc), mingw (gcc and g++ compilers for windows) and notepad to
edit the source code.
here is another professional coder who is not locked into MS or non-free
utilities.


free does not equal crappy, look at linux and BSD for example. what do most
internet servers run on? its not MS windows... :P

On 10/12/05, Martyn Ashworth <m.ashworth@xxxxxxxxxxxxxxxxxx> wrote:
>
> On Thursday 13 Oct 2005 05:08, Kevin Jenkins wrote:
> > With free tools then yes that is what you do.
> >
> > With professional tools you use an integrated IDE with run-time
> > debugging, context sensitive information, integrated help, and project
> > files.
> >
> > Get MSVC.net and Visual Assist. Then download the DirectX SDK.
>
> I'd suggest looking at SDL for ease of use, and OpenGL for a multi
> platform
> compliant 3D avenue. Why not think about developing for Playstation /
> Apple /
> *NIX and not just MS systems?
>
> And there's nothing wrong with my unprofessional tools. I don't see why I
> should spend money to perform the same task.
>
> Take care,
> M
>
>
>



------------------------------

Date: Thu, 13 Oct 2005 07:42:33 +0100
From: Stephen <gp@xxxxxxxxxxxxxxxxxxxxxxxx>
Subject: [gameprogrammer] Re: RPG

In the nicest possible way, I don't agree with either of your points.
There are plenty of excellent free IDE's, and there are some game
developers out there actually don't use MS products! Besides, since this
guy's new to programming, there's no reason why he has to jump straight
in at the deep end and produce a professional product straight away, or
spend a penny doing it.

Steve Smith

Kevin Jenkins wrote:

>
>
> Craig Chambers wrote:
>
>> i'm really new to programming and posting, but i saw
>> this sight and i thought it would be good.
>>
>> i've had this game running around in my head for about
>> 8 years now and have tried a few times to put it on to
>> a computer, but i've been using, or rather trying to
>> use, visual basic. it hasn't really worked.
>
>
> Don't waste time with Visual Basic or free compilers such as Dev-C++.
> Every professional game developer uses MSVC .NET or 6.0. It costs $100
> to $600 depending on what you get but if you want to make a serious
> game then you need to invest some money.
>
>> one problem is that i can't find the 'programming
>> language' do i just need the compiler and then write
>> the code in a text editor???
>
>
> With free tools then yes that is what you do.
>
> With professional tools you use an integrated IDE with run-time
> debugging, context sensitive information, integrated help, and project
> files.
>
> Get MSVC.net and Visual Assist. Then download the DirectX SDK.
>
>
> ---------------------
> To unsubscribe go to http://gameprogrammer.com/mailinglist.html
>
>
>
>
>
>




------------------------------

End of gameprogrammer Digest V2 #177
************************************





---------------------
To unsubscribe go to http://gameprogrammer.com/mailinglist.html


Other related posts: