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Get to know ViperG...  
Full Name David Grassi
Nickname ViperG 
State/Province, Country CA   United States
GD Gathering City Chico, CA, United States
Contact Info
Homepage URL http://www.blackskygame.com 
ICQ ID 8977370 
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Yahoo IM ID  
Current Occupation
Job Title Creator 
Job Description Indie Game maker wannabe! 
Other Interesting Details
Rating 1069  (Rate this user)
Number Of Posts
In our forums
606  
Member Since 11/7/2004 7:45:25 PM
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Some recent topics started on our forums
Intel 945G and Texture_Rectangles So it looks like any of the Intel 945 chipsets (945G/945GM/... maybe 955 also) do not support NPOT textures and don't support ext_texture_rectangle. My game can definitely run on this chipset and even get 60+ fps but I have to run my game in... 
Posted September 22, 2010 1:16:43 AM
Saving Classes/Structs/Objects C/C++ Well I am getting to the part where I need File I/O.. Almost everything is structured as a struct or a class, and I need to save this data to files and read in later etc. The two methods that only exist seem to be: 1) Serialization 2) Sa... 
Posted September 13, 2010 8:28:31 PM
Glscissors / window resize. Never noticed this until now. When i resize my opengl window by calling... ReSizeGLScene(width, height); SetWindowLong( hWnd, WS_EX_APPWINDOW, WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN ); SetWindowPos( hWnd, HWND_TOP, 0, 0, width,... 
Posted August 13, 2009 8:30:14 PM
Bug I can't seem to catch... I have a section of code that is apparently getting called about 2-4 times, when its only suppose to be called once. It's loop through a vector and in this loop there is a check to see if a unit has been destroyed and i need to generate... 
Posted July 18, 2009 11:38:06 PM
Game Structure Dilema Right now my game structure goes like this--> Input AI Game Logic Render Currently i have input and game logic running at 50 fps, and the renderer at max fps. Here is my dilema and it;s pissing me off. In the input section, I look for wha... 
Posted July 18, 2009 6:48:47 PM
Shaders vs Fixed Function Right now im using Dot3 bump mapping for my game in opengl. I was wondering if I switched over to shaders to do my normal mapping instead. For example, do more video cards support that method than the fixed funtion pipeline dot3 bump mapping? I no... 
Posted July 18, 2009 10:19:03 AM
Vectors, Vectors in Objects, Fragmention Alright so I read this page from Game Programing Gems 2 and now i have a question. So having contiguous items in memory because it is cache friendly, and having fragmentation is obviously bad, but usually vectors don't have that problem, esp if you... 
Posted August 24, 2008 3:48:19 PM
TCP Vs UDP This is to continue from: http://www.gamedev.net/community/forums/topic.asp?topic_id=319003 I'm no where near getting to my first networking game weather it will end up being [insert genre here], but I'm pretty sure I would never use TCP, for any... 
Posted April 24, 2008 11:46:55 PM
Display Lists/VBO/Point Sprites Currently I'm using immediate mode for everything, all are rendered quads in my game. Since I'm in 2D ortho mode, the most quads I will ever draw will be about 5,000 on the scene at once. I'm undecided if I should go ahead and switch ev... 
Posted April 23, 2008 10:02:20 PM
dot3 bumpmapping problem [solved] I'm having trouble with the first tutorial over at http://www.ultimategameprogramming.com/demoDownload.php?category=OpenGL&page=10 Here is the code in question on the tutorial. I added a quad at the bottom, after it clears the two multite... 
Posted April 12, 2008 4:15:07 PM
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Some recent replies made on our forums
How can I apply an angular velocity in the direction of the keyboard? if your movement is correct but your body is not rotating you have to apply a rotate command before you draw your body. depends on what api you are using and if it takes in radians or degrees etc. quick example: Angle=(atan2(x1-x2,y1-y2)... 
Posted November 30, 2010 3:23:33 PM
terribly slow function needs more efficient structure try shrinking your grid and see if this helps. say max # of buckets in a grid can be around 10 or then try a max setting of 5. 
Posted November 30, 2010 3:01:39 PM
Saving Classes/Structs/Objects C/C++ Alright thanks, I'll try boost again and see if I can get it working. Would boost::serialization be able to serialize a vector of my own data type, like a struct? My other question is what's the industry standard for this? Maybe this question... 
Posted September 14, 2010 10:03:30 PM
Saving Classes/Structs/Objects C/C++ Well I used bjam to build serialization and it produced libboost_serialization-vc80-mt-gd-1_44.lib however when I included the necessary headers for serialization it is looking for libboost_serialization-vc80-mt-s-1_44.lib I tried renami... 
Posted September 13, 2010 9:38:04 PM
C++ vector question you need to also check for these values... dm.dmDisplayFrequency dm.dmBitsPerPel dm.dmDefaultSource Jyk was correct about different modes/pits/refresh rate per screen res. I have also seen other intel chipsets reverse the x and y values be... 
Posted September 6, 2010 3:51:59 PM
Fleet Simulation AI I would recommend an easier method. In most situations, you know what ships should use what, so just set them to that kind of attack behavior. Bombers- Hit and run tactics, attack large targets. Fighters- Hit and run tactics, attack small targ... 
Posted August 18, 2009 2:47:59 PM
Glscissors / window resize. Alright i was able to fix it with this ReSizeGLScene(width, height); WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Valu... 
Posted August 16, 2009 2:39:43 PM
Game Structure Dilema Thanks swiftcoder, I think that is twice you answered my question today :D 
Posted July 18, 2009 7:07:23 PM
Parallax Scrolling Issue are you using directx or opengl. In opengl you just clamp the texture to the polygon so the seam goes away ie GL_CLAM_TO_EDGE Also that is not a good way to get frame rate independant movement in a game, it's actually really poor, i made the same... 
Posted July 18, 2009 6:57:04 PM
Help - Should I move to VBOs? Usually in 2D games, especially when drawing just quads etc, your bottle neck will be fill rate, not bandwidth of vertex data or anything of that sort. 10,000 polygons is nothing for a video card these days, so VBO probably wont help you. Maybe at 10... 
Posted July 18, 2009 11:55:29 AM
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