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Some recent topics started on our forums |
Visual Studio 2010 creates both .lib and .exe
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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
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Programmer looking for artists to create a fun little multiplayer game
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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
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Naming structures
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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
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A compromise between component-based entity systems and object-oriented designs
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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
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macros: check if variadic parameter is supplied
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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
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Rendering text without a recreation of the vertex buffer
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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
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Freetype 2: Creating a hash map to access glyphs from unicode characters
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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
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Wunderwerk Engine - Backyard Demo
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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
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Rendering a skybox on a fullscreen quad
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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
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Concept art for a futuristic hover tank
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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
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Some recent replies made on our forums |
Visual Studio 2010 creates both .lib and .exe
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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
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Programmer looking for artists to create a fun little multiplayer game
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@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
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Portfolio critique, please.
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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
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glLoadIdentity and glTranslatef
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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
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Opengl and Scenes
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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
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New Futurama episodes
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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
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Little oddities when going VC2008 to VS2010? Fixable?
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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
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Naming structures
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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
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A compromise between component-based entity systems and object-oriented designs
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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
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A compromise between component-based entity systems and object-oriented designs
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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
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View All Replies Made By This User
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