Forum: Game Development Sep 23rd, 2009 |
| Replies: 4 Views: 644 In my OpenGL code I use the following...
// _______________________________________________
// Perform operations to 'Projection' matrix stack
glMatrixMode(GL_PROJECTION);
glLoadIdentity();... |
Forum: Game Development Aug 8th, 2009 |
| Replies: 8 Views: 490 Don't you need to link libraries to build your executable? Linkers need lib files that are the libraries or interfaces to DLL's which are the libraries. |
Forum: Game Development Aug 8th, 2009 |
| Replies: 8 Views: 490 I couldn't say.
Check to see the library is linked into your code. That's all I can think of! |
Forum: Game Development Aug 8th, 2009 |
| Replies: 8 Views: 490 I've haven't used this library but from what I've seen...
#include <al/al.h>
//#include <al/alc.h>
//#include <al/alu.h>
#include <al/alut.h>
I've only seen al.h and alut.h included. the... |
Forum: Game Development Jul 17th, 2009 |
| Replies: 4 Views: 394 RT BONES!!!
(R) Rotation
(T) Translation |
Forum: Game Development Jul 15th, 2009 |
| Replies: 18 Views: 1,037 Vex Robotics or Lego Robotics.
For a High School student interested in Engineering, Vex is a better launching platform. I would suggest you buy the base kit, then add-on as you can afford it! |
Forum: Game Development Jul 13th, 2009 |
| Replies: 18 Views: 1,037 Still in High School? Perfect!
Join your High School Robotics club. It involves Engineering, and Computer Science. Part of being a good programmer no matter how you learn is learning to work well... |
Forum: Game Development Jul 13th, 2009 |
| Replies: 18 Views: 1,037 Choices in preferable order...
1) Go back to school, get your Bachelors Degree in Computer Science.
2) Go back to school, take game development - programming at one of those I.T. schools.
3)... |
Forum: Game Development Jul 11th, 2009 |
| Replies: 3 Views: 497 How about a sphere instead? But keep it on a z = 0 plane to keep it 2D. |
Forum: Game Development Jul 8th, 2009 |
| Replies: 14 Views: 781 no problem, just send the check to............
When I looked at it late last night I noticed again that the image seemed inverted blue vs brown. I scaled mars large, and when I applied the earth... |
Forum: Game Development Jul 8th, 2009 |
| Replies: 14 Views: 781 Okay looked at your BMP loader and noticed a big problem. I went into one of my full blown BMP loaders and twiddled yours specific to 24-bit RGB bitmaps.
Problem #1 - you were treating header data... |
Forum: Game Development Jul 8th, 2009 |
| Replies: 14 Views: 781 Your palette is flipped!
Red is Blue and Blue is Red. Green is fine!
You're using a 24-bit BMP and those are oriented Blue, Green, Red, however the frame buffer is Red, Green, Blue!
I... |
Forum: Game Development Jul 7th, 2009 |
| Replies: 14 Views: 781 The planets. They're pretty small to make out on screen and making them larger for testing purposes, and making them stationary infront of the viewport. |
Forum: Game Development Jul 6th, 2009 |
| Replies: 14 Views: 781 I normally don't use the glQuad stuff. I use my own meshes, even for sphere's. |
Forum: Game Development Jul 6th, 2009 |
| Replies: 14 Views: 781 I can't examine your code right now, but have you tried increasing your radius to 4.0 or so, stopped the orbits, and rotated in place to see your planets better? |
Forum: Game Development Jul 6th, 2009 |
| Replies: 3 Views: 678 You should definitely split the work load between threads, Render thread should ONLY handle rendering, but the output of the physics and other threads that alter the data the rendering thread uses... |
Forum: Game Development Jul 6th, 2009 |
| Replies: 14 Views: 781 Big possible problem.\
Your textures are not 2^N, and not all square.
Some video cards require square, but most definitely 2^N, with few exceptions. Try stretching the bitmap to 128x128, etc. |
Forum: Game Development Jul 6th, 2009 |
| Replies: 14 Views: 781 You may want to mention it is OpenGL.
I cut in my own textures and Kind of cool, but I only see one blue planet.
Adding your textures would be cool. If you're worried about copy cats, Put a big... |
Forum: Game Development Jun 26th, 2009 |
| Replies: 3 Views: 619 Exactly the same thing. The textures get shuffled! |
Forum: Game Development Jun 23rd, 2009 |
| Replies: 3 Views: 619 Upon further research I've found it is definitely a persistent binding problem. If I assign a second copy of the same shader and bind the alternate texture to it, there is no problem. So there... |
Forum: Game Development Jun 22nd, 2009 |
| Replies: 3 Views: 619 I have a really wierd problem using OpenGL. I've verified all my code passes the correct mesh, correct texture, to the correct shader.
When I use the same texture with multiple instances of the... |