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Games Center / Archived Projects / Re: 2D Physics System
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on: 2006-08-17 08:52:16
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Looks (feels!) really cool!
Would it be hard to introduce a third but limited dimension?: Rotations can only occur as now - around one axis (the "height" axis, if you consider the current view as top-down) Geoms can only have "height" (apart from what they have now) so that circle would become a standing cylinder (ie aligned to the "height" axis) Some more math for sure, but would it be "fairly easy" or "a total rethink of everything"?
This sort-of-3d would come in handy for a isometric style games (not necessarily isometric, but for that kind of view)
/M
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3
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Games Center / Archived Projects / Re: FoodBomber
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on: 2005-03-02 12:15:48
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I really like it - especially the title screen(!) Really nice old-school feel to it, but please - work a bit more on that music score (make it longer!) and keep it in demo play.
However, I would like the chopper to be more responsive, and everything a bit faster. If this is done, a lot more enemies can be put in so there is more action. Also, make some "swing-door" type obstacles etc!
/M
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5
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Game Development / Game Mechanics / Re: [ODEJava] getPosition - which is right?
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on: 2005-01-11 15:34:50
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It's kind a hard in the beginning (first 50 years?) to *know* where the stuff ends up in ODE, if you put the things together correctly etc etc, so I just started on a simple class the takes an ODE World and renders all bodies in it (simplified, with no optimizations what so ever, using LWJGL atm). Should I try to make those 50 lines of code public? (Or, perhaps more importantly - is there already code that does this?) At least, I would have spared a few hours getting that code from the community... But the issue at hand - having the opportunity to get both the "world position" (transformed) and the parents postition/relative postion/... feels nice, all needed is just a clarification of the API - like getWorldPosition will *always* give you world position - no fuss, while getPosition will give whatever the ODE docs states!?!
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6
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Game Development / Game Mechanics / [ODEJava] getPosition - which is right?
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on: 2005-01-07 11:28:59
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On a GeomTransform: getPostition(float[] dst) gives the "parent Bodys" postition getPosition(Vector3f dst) gives the transformed position. Is this "by design - not just yet documented" or a bug? According to ODE docs, dGeomGetPosition returns the bodys postition. Which one is the most "future-proof"?
/M
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7
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Game Development / Game Mechanics / Re: [Odejava] A Tank - how to? (William?!?)
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on: 2004-12-31 10:44:30
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First I'll try the lazy aproach - Just have a series of "wheels", like 4 of 'em on each side of a box, and not let them steer (no rotation of Axis 1 of Hinge-2). Hopefully, i'll be able to turn using forward/brake/backward on the wheel-series respectively. Simulating the actual wheel chains seems like it will be too big a problem (for me, at least).
/M
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9
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Game Development / Game Mechanics / [Odejava] A Tank - how to? (William?!?)
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on: 2004-12-30 12:35:35
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I tried to fiddle with ODE some time ago, trying to make a top-down view car racing game, but I *never* got a good feel into it. But this time I'm going for tanks (and not a racing game  ), but how should I simulate the movement? Just applying a force in the direction of the tank (given it toches the ground?) might feel weird - and I get the feeling you have already thought about this for a bit, and I couldn't find anything in the ODE mailing list (not a member, so I couldn't search the whole archive), so a kick in my rear region in the right direction would really be helpful... /M
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Games Center / Archived Projects / Re: Tribal Trouble site is up
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on: 2003-10-02 05:09:51
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Mojo: Is that what you use in your engine? I just feel very reluctant to implement it since I want decent performance on low-end cards, but perhaps it is the price I'll have to pay to make it look nice...
/M
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17
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Games Center / Archived Projects / Re: Tribal Trouble site is up
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on: 2003-10-01 12:11:14
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Just a quick question...  How the [any bad word] do you get the terrain tile textures to look so [another bad word] good? Smooth transitions and big nice patterns in the textures (especially the rocky stuff) etc etc... (I could post a screenshot of my own terrain, but becoming the laughing stock of the entire comunity is not on my TODO-list today) /M
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23
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Games Center / Archived Projects / Re: Alien Flux Alpha Test 5
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on: 2003-03-31 11:51:56
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I too get the 1 2 3 4 5 6 7 8 9
| Found OpenAL at '.\OpenAL32.dll' org.lwjgl.openal.OpenALException at org.lwjgl.openal.ALC.getInteger v(Native Method) at com.shavenpuppy.jglib.openal.AL.init(AL.java:149) at org.lwjgl.openal.BaseAL.create(BaseAL.java:106) at com.shavenpuppy.jglib.openal.AL.<init>(AL.java:122) at xap.Game.init(Game.java:411) at xap.Game.main(Game.java:230) |
with the jar-version (and the NPE ofcourse with the exe) /M
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24
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Java Game APIs & Engines / OpenGL Development / Re: LWJGL 0.5 Released
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on: 2003-03-18 12:07:17
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I think I'll just wait for 0.5.1 (Since I'm not the one having the problem ;-). And I wasn't very clear about the freezes - they're of the kind "I wouldn't know my computer was on if it wasn't for the noise and the power led". And yes, the Matrox drivers seem to be somewhere between totally useless and quite bad.
/M
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25
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Java Game APIs & Engines / OpenGL Development / Re: LWJGL 0.5 Released
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on: 2003-03-18 06:29:12
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Matzon; I guess the fixes you made aren't in the 0.5 release? So in order for me to get them (I'm as lazy as they come) I'll need to download some files specifically and recompile? (I know jack-shyt about CVS, apart from being this lazy) My co-developer's computer (W2K, Matrox G200) freezes every now and then when he's LWJGLing, and I figured this fix just might easy some of his rear entry pains... So! What do I do to get the latest?
/M
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Discussions / Miscellaneous Topics / Re: Now what?
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on: 2003-03-15 09:09:15
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I had a mind to do a multiplayer Marble Madness for a while - but realized that I would probably be the only one who would enjoy playing it (sort of takes cream out of mulitplayer, doesn't it)... But I really do like the idea - Spindizzy/Marble Madness/Gyroscope X/Any other half-clone you can of would be fun in da network
/M
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29
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Java Game APIs & Engines / Java 2D / Re: Colors and Pixels
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on: 2003-02-04 09:59:33
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Or, you can just be a bad boy and get the DataBuffer from it, and get the approriate arraytype ( int[] from DataBufferInt etc), and fiddle along at your leasure. Like:
BufferedImage bi = frame.getGraphicsConfiguration().createCompatibleImage(xs, ys, Transparency.OPAQUE); WritableRaster wr = bi.getRaster(); DataBufferInt db = (DataBufferInt)wr.getDataBuffer(); int[] pixels = db.getData();
Ofcourse, you should check the type of the DataBuffer, check the ColorModel to see how the data is stored etc etc.
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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