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Type: Posts; User: ichijoji

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  1. Replies
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    Rutger's (I can't spell it either, ask me two...

    Rutger's (I can't spell it either, ask me two years ago) original paper used a quadtree-based method very similar to what you're doing, but ROAM uses an adaptive triangle mesh iirc. Rutger used a 2d...
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    How are you doing the texture transitions? Are...

    How are you doing the texture transitions? Are you loading all of your textures into a 3d texture and interpolating the texture z value when you want to transition, or is it a multi-pass kind of...
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    Operating system: linux Compiler:...

    Operating system: linux
    Compiler: /usr/bin/python
    Graphics Library: OpenGL
    Other Libraries: pygame
    Description: Smart Vertical Shooter

    Shmup

    A vertical scrolling touhou-style bullet hell...
  4. Thread: Chess engine

    by ichijoji
    Replies
    4
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    8,145

    The AI you'd normally use for chess is a minimax...

    The AI you'd normally use for chess is a minimax tree, which isn't that bad. If you have a class that can represent a board state, let the user change the board state, and evaluate the board state...
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    A* doesn't have to be graph based. You can have...

    A* doesn't have to be graph based. You can have something like:


    stack = Stack()
    stack.push_back(from)
    current = stack.pop_front()
    while not samePoint(current,dest):
    expandList =...
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    If you're not really concerned with the inner...

    If you're not really concerned with the inner workings and optimization of gl textures, I would take a look at devil. It has a few really easy functions for loading all kinds of image encodings.
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    You could just represent the game state through...

    You could just represent the game state through time as a tree, with the split at each node as all the possible moves, then you could brute force that, or I suppose you could use something like A* or...
  8. Thread: Game Entities

    by ichijoji
    Replies
    8
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    2,925

    As an example of combining inheritance and...

    As an example of combining inheritance and aggregation, in my engine each game object runs out of a single non-subclassed object class that defines convenient functionality (variable management,...
  9. Do we keep the ip rights of the code we write?

    Do we keep the ip rights of the code we write?
  10. Replies
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    Just the one I described before. It boils down to...

    Just the one I described before. It boils down to a simple unit testing system, but I'm not sure how I'm going to go about higher level testing.
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    The scripting way seems good to me. Using my...

    The scripting way seems good to me. Using my python interface this is what I have implemented since last night:

    The makefile copies the test driver file over to the active directory and runs it...
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    Developing on gcc and fc5, but robust to msvc 8.0...

    Developing on gcc and fc5, but robust to msvc 8.0 as well.
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    Automatic Testing Strategies

    Hey all,

    I'm designing an automated unit test system for my engine and it has rapidly become clear that there is a nearly unlimited number of ways to do it. I was wondering if anyone around here...
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    The fps will always be different on different...

    The fps will always be different on different machines, so it's a good idea to use the clock to make the timing in your game independent of the fps. This can be harder than it sounds, though, as my...
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    Poll: I wish I was hXc like you.

    I wish I was hXc like you.
  16. Replies
    19
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    2,223

    Poll: lol how do I used graphix? \(O.o)/ No...

    lol how do I used graphix? \(O.o)/

    No seriously though, Ogre represent.
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    The "hard" level ai.

    The "hard" level ai.
  18. I'm testing the pointer using...

    I'm testing the pointer using printf("%p\n",sceneNode). As for SceneNode, it's an Ogre class and the docs for it are here. Now that I have confirmation that it isn't some stupid c++ thing, I'll try...
  19. calling a parent class's function doesn't change data members?

    I'm working on a simple inheritance system for graphics objects in a game engine, but I've hit a snag with calling the functions of a class that I've inherited from. In my code, I have Model...
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    Glad to see someone's interested in this, even...

    Glad to see someone's interested in this, even though it's in python. You bring up a lot of of the features I would've liked to add to the game, but just didn't have the time (keep in mind this was...
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    I would take a look at ogre (http://ogre3d.org)....

    I would take a look at ogre. It's an open-source graphics library that takes care of the heavy lifting of 3d graphics and lets you get right to results. I'm currently using it in my engine with good...
  22. an easy, portable, python accessible graphics math library

    I recently finished this math library (available here, licensed under the lgpl) for my own engine and, knowing how hard 3d math can be, offer it to you. The code here is mostly LGPL code from the...
  23. I'm so stupid. aspect, not apsect. And I've been...

    I'm so stupid. aspect, not apsect. And I've been seriously sitting here for an hour trying to figure out what I'm doing wrong. Once again proving that the best help is to write a question about your...
  24. member functions can't see private data members

    Hi all,

    I know this is something obvious, but I need another pair of eyes to look at it and tell me what I'm doing. I have some class methods declared like this:
    #include "aspect.h" //defines...
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    Sticky: Operating system: linux Compiler:...

    Operating system: linux
    Compiler: /usr/bin/python
    Graphics Library: OpenGL
    Other Libraries: pygame
    Description: 3d Marble Madness Clone

    link to file

    A simple heightfield-based marble...
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