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| Some recent topics started on our forums | |
| Visual Studio 2010 creates both .lib and .exe | I'm using Visual Studio 2010 Express. For whatever reason, the linker does not only create an executable file (.exe) as instructed, but also a library file (.lib). I've triple-checked the configuration settings but can't find what's causing this... |
| Posted December 21, 2010 6:55:56 PM | |
| Programmer looking for artists to create a fun little multiplayer game | Project name: Unnamed. Brief description: I'm an engine programmer looking for one ot two artists to create a fun little multiplayer game inspired by Forsaken and Future Cop LAPD (in case anyone remembers these :) The idea is to have playe... |
| Posted November 28, 2010 6:16:20 PM | |
| Naming structures | An image is uploaded to a texture. An index array is uploaded to an index buffer. A vertex array is uploaded to a vertex buffer. shared_ptr<Texture> addTexture( shared_ptr<Image> image, ClampMode clampMode, Filtering filtering, float... |
| Posted July 18, 2010 3:59:37 PM | |
| A compromise between component-based entity systems and object-oriented designs | I've been reading a lot lately about component-based entity systems as opposed to classical object-oriented approaches. I don't like the classical approach for the reasons stated by numerous posters but I've never warmed to the component-based design... |
| Posted July 12, 2010 4:59:41 PM | |
| macros: check if variadic parameter is supplied | i'm using boost::format to create logging messages, like this: Engine::getLog()->write( Log::CONSOLE, wformat(L"Failed to save resource: '%s'") % filename ); In ordner to hide all the formatting and to add some extra stuff, i wrote the fol... |
| Posted June 13, 2010 3:06:34 PM | |
| Rendering text without a recreation of the vertex buffer | Hi! I am looking for a way to render text efficiently. so far I've tried two options, both of them being neither fast nor very elegant: option #1 - Create a vertex buffer which contains all the glyphs at startup and then render each glyph indiv... |
| Posted May 22, 2010 6:04:27 AM | |
| Freetype 2: Creating a hash map to access glyphs from unicode characters | hi! i've finished a basic font rendering system using Freetype 2. So far I just specify all the characters to be loaded from a font face in an array. I would like the system to be more flexible though, and allow not only for extended roman lett... |
| Posted May 15, 2010 5:51:25 AM | |
| Wunderwerk Engine - Backyard Demo | I completed a small demo of my game engine for a school application. The demo shows dynamic lighting and shadows, the physics system and some post-processing effects including light bloom, depth of field and dynamic reflections. It uses my old framew... |
| Posted March 10, 2010 10:49:58 AM | |
| Rendering a skybox on a fullscreen quad | Hi! I want to render a skybox on a fullscreen quad using a cube map. How can I compute the view vector for the cube map lookup? usually I'd do camPos-vertexPos (or wouldn't I?) but as the vertices do not correspond to an actual box I need to fin... |
| Posted March 6, 2010 2:04:42 PM | |
| Concept art for a futuristic hover tank | Hi! I'm actually a programmer, but for my application for university I'd like to create a little game to show off my skills. for the game i have in mind, I'll need a futuristic hover tank model. i can model it myself (it's gonna take a while, though... |
| Posted October 15, 2009 5:10:21 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Visual Studio 2010 creates both .lib and .exe | Thanks for the quick response! I don't, though. Does this also happen if my application links to libraries which do this? |
| Posted December 21, 2010 7:01:01 PM | |
| Programmer looking for artists to create a fun little multiplayer game | @Portugal Stew Sorry for that, just fixed it. Here's a direct link: http://www.lamera.org/vexator/BackyardDemo.rar |
| Posted November 29, 2010 11:15:30 AM | |
| Portfolio critique, please. | I don't like your style of writing. I'm not a native speaker so maybe it's just me, but it just feels a bit too informal. What does have a link to a funny cartoon of Luigi on skis to do on a professional portfolio? |
| Posted August 28, 2010 8:49:28 AM | |
| glLoadIdentity and glTranslatef | bear in mind that matrix stack operations have been depreciated a while ago and do not work in the opengl 3.0+ core profiles! better grab GLM or a similar library to do the job. |
| Posted August 28, 2010 8:36:34 AM | |
| Opengl and Scenes | nope, that's the way you do it. when you've advanced a bit (well quite a bit) you can have a look at things like instancing to speed up rendering the same model several times a frame but in general, this is how it's done. you load your meshes from fi... |
| Posted August 6, 2010 1:56:08 PM | |
| New Futurama episodes | I wouldn't call these "plot holes" because it's obvious the makers are aware of them and because such inconsistencies are so frequent in futurama that i rather consider them to be running gags. it's like when the professor explains what just happened... |
| Posted August 6, 2010 1:53:00 PM | |
| Little oddities when going VC2008 to VS2010? Fixable? | personally, i miss the error/warnings count as well. felt good after fixing a few things to see the error count decreasing :) |
| Posted July 19, 2010 5:43:00 AM | |
| Naming structures | Quote:Original post by Sneftel What makes this any less a "Mesh" than your other "Mesh"? One structure contains actual data (vertices, indices, pixels) while the other merely contains references to buffers in graphics card memory. So while the fi... |
| Posted July 18, 2010 4:12:15 PM | |
| A compromise between component-based entity systems and object-oriented designs | Quote:Original post by Hodgman I modeled mine around the way that physics middleware works (in my experience). Usually you don't set up hierarchies of objects, you just create joints/constraints between them. Ok, that is a convincing argument. ... |
| Posted July 13, 2010 7:27:39 AM | |
| A compromise between component-based entity systems and object-oriented designs | Thank you all for your replies! So your basic concern with my approach is the confusion caused by hierarchies. But what exactly is the difference between my approach.. |--- RenderComponent( "chassis", chassisMesh ) |--- TransformComponent( "... |
| Posted July 13, 2010 5:17:23 AM | |
| View All Replies Made By This User | |