Thread: FPS properties.

  1. #1
    Registered User
    Join Date
    Jan 2005
    Posts
    8

    FPS properties.

    Hey I was wondering how to make those interactive object properties. You know, like you pick up a weapon, a limited number of clips for it, and they when you walk over another weapon, a message asks if you want to switch and when you press the button, the you are holding will be dropped with the clips and ammo and the knew one will be picked up. Kinda like the halo system where it had only two weapons.

    Also, vehicles where there is a turret, side seat, driver, and different physics.


    As I am a newbie to this, ALOT of help would be greatly appreciated.



    P.S. how do you input .obj files into Bloodshed Dev CPP through the resources. I dont get the syntax there.

  2. #2
    Registered User
    Join Date
    Sep 2001
    Posts
    4,912
    Hey I was wondering how to make those interactive object properties. You know, like you pick up a weapon, a limited number of clips for it, and they when you walk over another weapon, a message asks if you want to switch and when you press the button, the you are holding will be dropped with the clips and ammo and the knew one will be picked up. Kinda like the halo system where it had only two weapons.

    Also, vehicles where there is a turret, side seat, driver, and different physics.
    Do you know how to make classes? How about do event handling and graphics? You need to get the basics down first. If you're using C, I suggest using SDL (www.libsdl.org), as it adds a lot of media ability to your game. You can still use it with C++, but if you're using C++ you might as well use it's OOP abilities with OpenGL or Allegro or something like that.

  3. #3
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607
    You just asked us to explain about three books worth of information on 3D programming and special effects.

  4. #4
    Registered User
    Join Date
    Mar 2003
    Posts
    580
    Wait, is darkbrute joking around with us?
    See you in 13

  5. #5
    Registered User
    Join Date
    Jan 2005
    Posts
    8
    No Im not. You can be sure. I'm basing this game off of Halo (which i beat atleast 700000000 times) so what can go wrong.

  6. #6
    Registered User
    Join Date
    Mar 2003
    Posts
    580
    You won't finish it. You might be able to program 30% of what is required after a couple of years.
    See you in 13

  7. #7
    Redundantly Redundant RoD's Avatar
    Join Date
    Sep 2002
    Location
    Missouri
    Posts
    6,331
    maybe he will, people like you discourage new talent way too often

  8. #8
    Registered User
    Join Date
    Mar 2003
    Posts
    580
    You know what occurs more often than that? People drop out because they set their sites WAY too high and get depressed when they realize they realistically cannot accomplish their outlandish goals. If anything, I'm making it more likely that they will accomplish at least something.

    And to be fair, I've defended other new people when they have asked honest questions. I hardly think I'm being unfair.
    See you in 13

  9. #9
    I am he who is the man! Stan100's Avatar
    Join Date
    Sep 2002
    Posts
    361
    Quote Originally Posted by RoD
    maybe he will, people like you discourage new talent way too often
    I think he meant at the rate he's going now. So yeah, he won't finish.
    Stan The Man. Beatles fan

    When I was a child,
    I spoke as a child,
    I thought as a child,
    I reasoned as a child.
    When I became a man,
    I put childish ways behind me"
    (the holy bible, Paul, in his first letter to the Cor. 13:11)

  10. #10
    vae victus! skorman00's Avatar
    Join Date
    Nov 2003
    Posts
    594
    The number of times you've beaten a game has nothing to do with how easily you would be able to create it. I agree with what these guys have said, but don't discourage you. It took 4 years to make Halo, we're not going to be able to explain the workings of it here to their entirety. ( I talked to the devs before, they don't even remember how they got around some things ).

    About dealing with that .obj, do you mean a .obj model file, or a .obj compiled source file? Because if you mean .obj model, it won't magically happen by futsing with the compiler.

    edit- after reading your other post, let me be the first to tell you that I'm surprised your head can fit through a door. But still, do not let that discourage you, instead allow it to adjust and rethink your goals.
    Last edited by skorman00; 01-28-2005 at 09:21 PM.

  11. #11
    Registered User VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,607
    I'm not discouraging people I'm telling them to LEARN THE BASICS.

    If I didn't care about the posters I would tell them to dive right in over their head, get discouraged because they simply find they CAN'T do what they want. Most of us are at a point in our journey that we can find a way to do what we want but that's not patting ourselves on the back. We know this stuff is not easy and we know the battles we've gone through and still do. Also it's apparent to me that game programming is more about 'doing' than 'talking'. There are so many algos that I simply don't remember at the time, but that doesn't mean I cannot do the algo, it just means that if the need is not there I have no reason to keep it stored in my memory banks. So I can see how the Halo team would say there are some things they don't even remember.

    With all this craze about engine's we have new coders wanting to code graphic engines before they even know the concepts of graphics. And just when you thought the graphic card did it all for you they bring along vertex and pixel shaders. What screams at me more and more is the fact that You must understand the basics of graphics and 3D before you dive in. It's not enough just to be able to call a function in an API like OpenGL or Direct3D. Sure they are awesome tools bordering on sheer genus, but they only do so much and they cannot ever tell you how to solve your graphics dilemmas. Sometimes you must figure it out on your own. And I'm telling ya.....if ya don't know about 3D, vectors, matrices, or understand how and why transformations do what they do..............you won't get very far.

    I'm doing the posters a favor. What's more discouraging.....me telling them not to dive into an impossible project for them....or them finding out for themselves and deducing that they suck at programming and give up forever. I want their first game programming experience to be a good one....not one they regret and hate forever.

    Now leave us alone about discouraging people. We are helping them by throwing up a red flag saying....Danger Will Robinson....Danger.

  12. #12
    Registered User
    Join Date
    Jan 2005
    Posts
    6
    well im a newbie here too but i gotta agree with you guys, i know something like that would take ages to make, even more so if your a newbie. I too like to think how can i do this and that, but i realize, hey i need to learn the basics before i even attempt something like that. It sucks when you have to learn all the basics and theres plenty of stuff to learn when you are so eager to jump right into a big project. Im learning the basics of DirectX and how to make a simple window and the files and functions etc. used in it.

  13. #13
    Registered User
    Join Date
    Mar 2003
    Posts
    580
    You've got the right idea deadfingers, and it would be my guess that in two years you'll be programming sophisticated projects if you keep your route.
    See you in 13

  14. #14
    Registered User
    Join Date
    Aug 2003
    Posts
    1,218
    I agree with what has been said by bubba and darkness here. You cant just dive in and make battlefield 3 or something. If you want to make a game, make a 2D game, that will be more than a challange, trust me I know. And then 2D is easier than 3D! And, if you make a 2D one you will probably learn alot and the move to 3D will be easier since you know the concept, you know how you need to structure your code and you simply learn so much by just doing that.

  15. #15
    Redundantly Redundant RoD's Avatar
    Join Date
    Sep 2002
    Location
    Missouri
    Posts
    6,331
    im not saying you can dive in, and buba i wasnt referring to you i was talking to darkness. Maybe hw ont, but dont TELL him he wont. Lets just discourage everyone who walks into the damn door. no, we cannot explain it all too him, and yes its unrealistic, but rather than just say you cant do it lets explain why (as has been done now) and give him a push in the right direction.

Popular pages Recent additions subscribe to a feed

Similar Threads

  1. SwapBuffers & fps
    By hannibar in forum Windows Programming
    Replies: 0
    Last Post: 03-13-2006, 05:19 AM
  2. Game update...
    By jdinger in forum Game Programming
    Replies: 14
    Last Post: 11-08-2002, 07:10 AM
  3. FPS Counter Prob in OpenGL
    By brandonp in forum Game Programming
    Replies: 1
    Last Post: 07-16-2002, 02:49 PM
  4. SkyLock graphics demo (scrolling, etc.)
    By jdinger in forum Game Programming
    Replies: 9
    Last Post: 06-30-2002, 08:18 PM
  5. dramatic decrease in fps
    By DavidP in forum Game Programming
    Replies: 4
    Last Post: 06-27-2002, 09:05 AM