| bio | website | |
|---|---|---|
| location | Earth | |
| age | 28 | |
| visits | member for | 1 year, 11 months |
| seen | 13 secs ago | |
| stats | profile views | 62 |
Student (computer science)
I'm programming games in my free time.
After creating a Pong clone using OpenGL, I decided to take a bigger step and write a game that actually interests me. Which means I'll take several smaller steps before.
I'm currently writing a small tech demo to teach myself skeletal animation. Debug rendering the bones as lines works, now Ionly need to find out what's going wrong with my blender script. Probably exporting bones in the wrong space...
|
1d |
comment |
MMORPG with level system like The Elder Scrolls Also, "Design Patterns of Successful Role-Playing Games" (rpg-design-patterns.speedykitty.com/doku.php) is the rpg equivalent of the pattern book. This question is basically asking for the differences between rpg-design-patterns.speedykitty.com/doku.php/pattern:level pattern and rpg-design-patterns.speedykitty.com/doku.php/… (which brings us back to the 'jumping to level athletics' bit I mentioned earlier). |
|
1d |
comment |
MMORPG with level system like The Elder Scrolls The though of an mmo where everyone constantly jumps to level their ahtletics skill is both amusing and terrifying. |
|
1d |
comment |
Making First Steps If you already know programming, pick one project from gamedev.stackexchange.com/questions/854/… and just start. |
|
1d |
comment |
Which is the best LOD method for planet rendering? vterrain.org/LOD has a lot of information on the topic of terrain rendering. The section linked lists papers & other sources for level of detail algorithms. vterrain.org/LOD/spherical.html deals with spherical grids (e.g. planets). |
|
May 15 |
comment |
How to prevent the “Too awesome to use” syndrome There's a large difference in how common ammo and/or health items are in different games, with unlimited ammo in arcade-style titles (e.g. the default gun in any shmup) on the one end of the scale and 'better make that last round in the mag count' scarcity (e.g. titles like Metro 2033) on the other end. |
|
May 13 |
comment |
exporting bind and keyframe bone poses from blender to use in OpenGL In blender > 2.6, you can use bpy_extras.io_utils.axis_conversion (see: blender.org/documentation/blender_python_api_2_66a_release/… ) to convert to openGL space. |
|
May 13 |
comment |
How to define areas filled with water? You could try one of the papers in section 'Hydrogeology'(last section on the page) from vterrain.org/Water , but other papers from that page might be interesting too. |
|
May 13 |
comment |
How to define areas filled with water? How is your terrain organized in the engine? There's different techniques for voxel vs. heightmap vs. polysoup (mesh) terrain. |
|
May 6 |
comment |
How can I use remote playtesters? You could build in the option to take a (optional) survey after a certain amount of game sessions have been played. |
|
May 6 |
comment |
Alternates to scratch damage to solve combat deadlocking Also, rpg-design-patterns.speedykitty.com/doku.php/… gives an overview over how different game systems model combat situations and how hit points, wound traits and/or trauma gauges influence combat in theese systems. |
|
May 6 |
comment |
Alternates to scratch damage to solve combat deadlocking The combination of rpg-design-patterns.speedykitty.com/doku.php/… with rpg-design-patterns.speedykitty.com/doku.php/pattern:hit_points and a lack of randomisation leads to the problem described in the question. The problem could be alleviated by using rpg-design-patterns.speedykitty.com/doku.php/… or a rpg-design-patterns.speedykitty.com/doku.php/… . |
|
May 5 |
comment |
loop only onces than stop Are you checking wether the animation is looping or not, for both 'animation directions'? |
|
May 5 |
comment |
c++ game programming course If you know programming and math, you might as well start writing one of the games listed at gamedev.stackexchange.com/questions/854/… |
|
May 5 |
comment |
Android OpenGL ES 2.0 gameloop problems gafferongames.com/game-physics/fix-your-timestep is like dewitters game loop article, but looks at the gameloop from a slightly different perspective. |
|
May 5 |
comment |
2D object move & evade obstacle Have you tried looking into steering behaviours? red3d.com/cwr/steer provides an overview, for what you want, flocking/queuing behaviours might be relevant |
|
May 4 |
comment |
Alternates to scratch damage to solve combat deadlocking I'd suggest you take a look at "Design Patterns of Successful Role-Playing Games": rpg-design-patterns.speedykitty.com/doku.php/start |
|
May 4 |
comment |
Licensing of programs my Problem For 1. read gnu.org/licenses/gpl-faq.html#WhatCaseIsOutputGPL |
|
May 4 |
comment |
Open Source Analysis Some projects have a section/part of the documentation designed to give new developers an overview over the project. Unfortunably, documentation is often neglected. |
|
May 4 |
comment |
How to render alpha channeled animated 2D sprites in OpenGL ES 2.0 Have you tried using an orthographic projection? What else have you tried? Also, you might want to read opengl-tutorial.org. |
|
May 1 |
comment |
How would one render dynamic vertices in OpenGL ES 2.0 like in a 3D modeling program? How are you rendering your vertices? It sounds like you're not using a vao/vbo/vetex array. |