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Get to know Fingers_...  
Full Name Iikka Keranen
Nickname Fingers_ 
State/Province, Country Kirkland
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Homepage URL http://digital-eel.com/ 
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Rating 1207  (Rate this user)
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688  
Member Since 8/17/2003 8:23:31 PM
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Some recent topics started on our forums
[resolved?] SDL_WarpMouse supresses SDL_MOUSEMOTION events when a button is held? So, I have a fairly standard control scheme with a peculiar problem. In the Event loop, I check for mouse motion like this: case SDL_MOUSEMOTION: mouse_x = event.motion.x; mouse_y = event.motion.y; break; And in my game code, I... 
Posted March 16, 2008 6:37:35 PM
Soup du Jour Hello, my fellow Gamedev members! I and my friends have just finished a game that evolved from a little Verlet physics demo I wrote for fun and posted on the forums almost two years ago. The end result is perhaps the most rubbery match-the-color... 
Posted November 23, 2007 3:36:37 PM
2d physics experiment I was a bit bored the other day and decided to write a little 2d "Verlet" engine. :) Its core is more or less based on the "advanced character physics" paper although the collision detection system with convex multi-particle objects is my own. ... 
Posted January 8, 2006 11:26:48 AM
Creating an SDL window centered on screen I'm making a "launcher window" to set videomodes and such for a game... One thing that kind of annoys me is that it's showing up in the top left corner instead of center. Also, I can't figure out if it's possible to make a borderless window that... 
Posted June 26, 2005 2:24:40 AM
Adding ambient term to ARB_texture_env_dot3? I'm trying to figure out how to add a bit of ambient to my landscape that's lit by normal mapping. The normals are in world space so I only need to set glColor once for the directional sunlight. Unfortunately, there's no "dot4" so I can't just use al... 
Posted May 15, 2004 3:50:46 PM
How to query desktop resolution for SDL/OpenGL? I can’t find anything particularly useful on google, apart from the fact that GLUT fullscreen mode will default to current resolution. Is there a portable way to just query the current screen resolution in SDL, or do you use system-specifi... 
Posted December 26, 2003 6:48:29 PM
Is there glTexGen equivalent for GL_EXT_fog_coord? As the subject goes.. Is there a way to generate fog coordinates (for GL_EXT_fog_coord) the same way you can generate texture coordinates from the vertex coordinates? 
Posted December 10, 2003 4:45:41 PM
stencil buffer problem on GF4MX440 I’m using stencil buffer to draw sky gradient behind my landscape... In the beginning of each frame I call glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); Then I draw the terrain, writing 1’s to the stencil bu... 
Posted November 27, 2003 1:13:26 AM
Unusual VBO slowdown I implemented vertex arrays and VBO in my planet generator experiment... To my great surprise, VBO is performing much slower than regular vertex array, and even slower than immediate mode. The polygons are divided into 20 batches (there are 20 unique... 
Posted November 16, 2003 5:44:20 AM
Digital Eel's Big Box of Blox We just released a new little puzzle game for the PC using SDL, OpenGL, OpenAL and Ogg Vorbis. Demo and screenshots at: http://digital-eel.com/blox/ In other news, we’ve also released MacOS X port of the previous Digital Eel game, Dr. B... 
Posted September 25, 2003 2:42:29 PM
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Some recent replies made on our forums
VBO based GUI I would recommend Vertex Array as the first step. It's simpler to deal with than VBO (because you're just keeping an array of vertex data in RAM) and should be available in all flavors of OpenGL including ES. The performance differences between the d... 
Posted November 20, 2009 6:46:31 PM
Sorting for transparency Quote:Original post by way2lazy2care Quote:Original post by Atrix256 Quote:tried this and it did not work. if objects in front are rendered first, objects behind still don't show through. Are you sure you turned off Z writes? (but left on Z... 
Posted November 18, 2009 5:10:10 PM
Looking for a 3D model format Blender's .obj exporter is actually nice, it lets you specify exactly what information you want to export. Assuming you've created a model that has per-vertex normals, just make sure the "normals" button is pressed in the dialog that pops up when you... 
Posted November 13, 2009 5:03:54 PM
Yaw + Pitch = Roll This is correct, desirable behavior. A real spaceship or plane will do the same thing. Any attempt to "fix" it with Euler angles etc will result in unrealistic and annoying gimbal lock behavior. Consider the case of the plane pitching up 90 degre... 
Posted November 11, 2009 3:40:46 PM
Defining a "nebula" Your example implementation produces a fuzzy sphere that can be used as a building block for nebulae although you may want to modify the attenuation function so that the center isn't a sharp point. To build a nebula you start by making one su... 
Posted November 2, 2009 4:01:52 PM
3d point sprites Now, I have never used DX10 or geometry shaders but I pasted "Can you convert a point list into a sprite list using the geometry shader with dx10?" into Google. The first hit contains the following sentence by someone from Microsoft discussing DX... 
Posted October 30, 2009 3:33:42 PM
engine for big big map Rendering it like a Quake-derived engine (assuming you can fit it in RAM etc) wouldn't be the problem because you're only rendering a small subset of the world at any one time. Your level editor is more likely going to choke on it, bec... 
Posted October 30, 2009 3:12:19 PM
Verlet constraint confusion Jakobsen is important in the sense that he introduced a huge number of game programmers to a technique that (a) requires no background in physics to understand and (b) with little work results in a stable and usable "physics simulation" that may not... 
Posted October 29, 2009 6:50:18 PM
Best multi-platform gamepad support? I included basic joystick/gamepad support in Brainpipe, also written in SDL. This is more or less the bare minimum you'll need: 1. (Using a mouse interface) the user picks the joystick/pad from a list. 2. Before setting up anything else, the pl... 
Posted October 28, 2009 4:47:28 PM
problem with 2D zoom If you're using texture clamping (GL_CLAMP), try using GL_CLAMP_TO_EDGE instead. This will prevent the border color from showing up. 
Posted October 26, 2009 7:57:43 PM
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