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1  Discussions / Miscellaneous Topics / Re: How to build sites with php? on: 2007-06-03 10:48:42
I'm going to read more about zend, it looks like it has good convertions
and a good api.

Thanks for the help!
2  Discussions / Miscellaneous Topics / How to build sites with php? on: 2007-06-02 09:08:29
Hello everyone!

I'm aware that my question is pretty vague considering there's many ways of developing, It's
more of a question of what approach to take to make a professional site, where you
can still understand the code after you've finished writing it. I've tried MVC,
procedural, lots of different things, but I find that PHP is not nearly as clean and enjoyable
to program as java. It's more fun to program php in some ways, but the code conventions are
very bad compared to java.

I guess what I'm trying to say is how can I start constructing good looking elegent sites in
php without my code looking like frankenstein's monster. If people could also give me
advice on what techniques they prefer that would also be very helpful!

3  Discussions / Miscellaneous Topics / Re: Linux and Windows XP on: 2007-02-09 07:10:00
Hi Kapta.

This is very good news for me, and should enable me to make the next step.
If there's any articles you have on doing this, that would be great!

Again, thank you for the help. I'll also try and search google for some articles about this.
4  Discussions / Miscellaneous Topics / Linux and Windows XP on: 2007-02-08 20:19:57
Hello everyone.

I'm a long time user of Windows XP, and have been developing web applications on it.
This has made deployment more difficult because the target enviroment on which
the application will be running is linux. So I've decided to change operating systems,
the problem is I lack a lot of the technical know how to do it.

I've decided to ask the very intelligent people in this forum for a little advice.
What I want to accomplish is to have a dell computer running Windows Vista
and Fedora Linux. But the computer I have in mind already has Windows
installed. My question is, how difficult is it to install Fedora linux if Windows
is already the main partition, and still keep the Windows partition intact. If there
is a solution involving a secondary hardrive I'd also be very grateful
for information regarding this too.

If you read that and you feel like responding, please do so. I'd be very grateful
for any information you can provide. Thank you.
5  Discussions / General Discussions / Re: Game Loop on: 2006-12-20 20:49:36
Hello Aldacron.

Thank you for the article, it seems to be the best approach I've seen so far and
I'll see if I can implement that.  Smiley
6  Discussions / General Discussions / Re: parsing quake 3 map on: 2006-12-20 08:51:18
Thanks for the help everyone.

I think I have it rendering mostly everything now, including curved architecture. It's pretty fast
because I use vbos and I sort the texture binds.

Thank you for the help. I think I'll try to start working on collision detection Smiley
7  Discussions / General Discussions / Game Loop on: 2006-12-18 23:31:38
Hello.

I've thinking about game loops and the most popular approach it seems is getting the elapsed time since the last frame and using
that for the next frame's update method. I've treid this approach and it's not pretty, the game loop trys to run as fast as possible and
then the result is a slightly choppy version of what the game could be.

My idea is to calculate at runtime the average fps of the game and then use that as a frame cap, the problem with this idea is what
if it's going 70 fps then it's going 30 fps is it going to be stuck at 50 fps? If you could have a approach that keeps the fps and a certain
level under the choppy fps level that would give you a very smooth game rate and you could still use the elapsed time since last frame.

So I'm thinking how I could implement it myself or use find code that has implemented it.

Thanks.
8  Discussions / General Discussions / Re: parsing quake 3 map on: 2006-12-13 18:28:09
I'm loading a ton of images and it turns out that it's a problem with only a few of them, I guess the jpegs
that didn't load had slightly different configuration that devil has a trouble with loading.
9  Discussions / General Discussions / Re: parsing quake 3 map on: 2006-12-12 23:40:02
Hello everyone, I've found something pretty helpful:

http://www.paulsprojects.net/opengl/q3bsp/q3bsp.html

So I think I know how to render the polygons and I've been able to load in a jpeg texture,
my texture loading code is almost boiler plate but it seems that when I load the jpeg texture
it puts opengl in some bad state where it crashes at the render-loop.

This is my texture loading code:

package game.util;

import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.util.HashMap;

import org.lwjgl.LWJGLException;
import org.lwjgl.devil.IL;
import org.lwjgl.opengl.GL11;

public class TextureManager {

   private static HashMap textures = new HashMap();

   /**
    * Texture loading using DevIL Example created by Mark Bernard
    */
   public static Texture loadTexture(String path) {
      if (textures.containsKey(path)) {
         return (Texture) textures.get(path);
      }

      // Create a 4 byte ID
      IntBuffer image = ByteBuffer.allocateDirect(4).order(
            ByteOrder.nativeOrder()).asIntBuffer();

      // Generate a name for a image
      IL.ilGenImages(image);

      // Bind an image to the name
      IL.ilBindImage(image.get(0));

      String path2 = path.trim();
      if (path2.endsWith(".tga")) {
         IL.ilLoadFromStream(TextureManager.class.getClassLoader()
               .getResourceAsStream(path), IL.IL_TGA);
      } else if (path2.endsWith(".bmp")) {
         IL.ilLoadFromStream(TextureManager.class.getClassLoader()
               .getResourceAsStream(path), IL.IL_BMP);
      } else if (path2.endsWith(".png")) {
         IL.ilLoadFromStream(TextureManager.class.getClassLoader()
               .getResourceAsStream(path), IL.IL_PNG);
      } else if (path2.endsWith(".jpg")) {
         IL.ilLoadFromStream(TextureManager.class.getClassLoader()
               .getResourceAsStream(path), IL.IL_JPG);
      } else {
         throw new RuntimeException(
               "Can't load that file format, must be (tga, bmp, png)");
      }

      // Convert to RGB with Alpha
      IL.ilConvertImage(IL.IL_RGBA, IL.IL_BYTE);

      // Create a buffer to copy the image into
      ByteBuffer scratch = ByteBuffer.allocateDirect(IL
            .ilGetInteger(IL.IL_IMAGE_WIDTH)
            * IL.ilGetInteger(IL.IL_IMAGE_HEIGHT) * 4);

      // Copy image into buffer
      IL.ilCopyPixels(0, 0, 0, IL.ilGetInteger(IL.IL_IMAGE_WIDTH), IL
            .ilGetInteger(IL.IL_IMAGE_HEIGHT), 1, IL.IL_RGBA, IL.IL_BYTE,
            scratch);

      // Create memory for a name in opengl
      IntBuffer buf = ByteBuffer.allocateDirect(4).order(
            ByteOrder.nativeOrder()).asIntBuffer();

      // Generate a name
      GL11.glGenTextures(buf);

      // Bind the name
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));

      // Set parameters, linear filtering
      GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,
            GL11.GL_LINEAR);
      GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER,
            GL11.GL_LINEAR);

      // Pass the image data to opengl
      GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, IL
            .ilGetInteger(IL.IL_IMAGE_WIDTH), IL
            .ilGetInteger(IL.IL_IMAGE_HEIGHT), 0, GL11.GL_RGBA,
            GL11.GL_UNSIGNED_BYTE, scratch);

      
      Texture t = new Texture(buf.get(0), GL11.GL_TEXTURE_2D, IL
            .ilGetInteger(IL.IL_IMAGE_WIDTH), IL
            .ilGetInteger(IL.IL_IMAGE_HEIGHT), 1, 1);
      textures.put(path, t);
      return t;
   }
}

Any ideas how to fix this? I noticed that for every texture structure in the map file there's also a integer called flags and another called contents,
perhaps I need to specify these to devil somehow?

If anyone has any ideas, that would be great!  Smiley
10  Discussions / General Discussions / Re: parsing quake 3 map on: 2006-12-12 16:00:21
I think it contains all game related source code except the part I need which is about rendering.
Still useful, would be more useful if I knew c++  Smiley
11  Discussions / General Discussions / parsing quake 3 map on: 2006-12-12 01:16:29
Hello everyone.

I'm working on a quake 3 map engine, it might have to do with a game in the future, but for now it's just a experiment.
So far I've got a lot set up, I've followed these guides:

http://graphics.cs.brown.edu/games/quake/quake3.html
http://graphics.stanford.edu/~kekoa/q3/
http://www.devmaster.net/articles/quake3collision/
http://www.flipcode.com/articles/article_q2bsp.shtml
http://www.oracledbaexpert.com/BSPTrees/BinarySpacePartitioningTrees.html

Those links should be helpful to anyone else trying to do what I'm doing.
So far I don't even have rendering set up, but I've got quite a bit done. I've
set up a RandomAccessFile parser and am swapping the bytes cause
their in little endian format. I've got a function that gives the leaf the camera
is in and I find that leafs cluster and use the pvs to find the other visible
leaves by looping through the leaves and seeing which cluster is visible
from the cluster the camera is in. I have a frustum set up that takes the
opengl modelview matrix and projection matrix, multiplies them and extracts
the transformed frustum planes. I also have a render loop set up and it's working
pretty well.

So what's stopping me from just trying testing out how this all works? I'm
confused about how quake 3s multi-levels of indirection to the find vertexes
and indexes when starting from the leafs. I'm also confused about what
approach to take to render these? I'm thinking of using vertex arrays and
recreating them each time I loop, I could also have a display list for each
leaf but that might not be good for big maps. Another problem is that
all the textures are in jpeg and I'm not sure how to load those with
devil.

If anyone has any knowledge regarding this, I'd be extremely
grateful for any help. I'm very excited about this project and I think if
I know a few more simple things I might be able to get it working. Also
any more links you could give me regarding the specs for quake 3
would also be extremely helpful!

Thanks for help, also thanks for LWJGL!! :-)
12  Java Game APIs & Engines / Tools Discussion / Re: netbeans corruption on: 2006-10-18 01:12:14
Hello Cylab!

Well I reinstalled java and netbeans works! Thank you so much for being patient and helping me out.

So if I want to use xml parsing utilities from j2ee I don't have to install a j2ee version of java?
But what if I want to later on use eclipse for the project and decide I still want to use those
j2ee libraries, is it possible that I can install the j2ee library jdk bundle and still be able
to run both ides? Or will that mess up netbeans?

I guess it was the JDK that was corrupted, not netbeans, interesting. Btw after installing
java again I first removed the JAVA_HOME, and then added it after I reinstalled it, that's ok,
right?  Smiley
13  Java Game APIs & Engines / Tools Discussion / Re: netbeans corruption on: 2006-10-17 01:56:41
Again, thank you so much for helping me out.

I'm going to reinstall the jdk, do you think it's possible that netbeans can't run without the Java Enterprise Library?
14  Java Game APIs & Engines / Tools Discussion / Re: netbeans corruption on: 2006-10-16 17:00:43
Well there's not much to see, here's one of the error messages when I click finish after trying to make a new project:

javax.xml.transform.TransformerConfigurationException: Could not compile stylesheet

in red text on the bottom of the wizard and with a red X icon before it.

I wonder if there's a easy way to fix this.
15  Java Game APIs & Engines / Tools Discussion / Re: netbeans corruption on: 2006-10-15 13:48:51
Hello again,

I've tried to install it using the zipped version, it installs but with a lot of abnormal bugs that
seem to be caused by some type of corrupted environment. I'm not sure if just a registry
cleaner would fix this, but I'll try it.

Thanks for the help.
16  Java Game APIs & Engines / Tools Discussion / Re: netbeans corruption on: 2006-10-14 18:28:03
Thanks for the reply Cylab, but I think it's a little more tricky than that. I've deleted those directories and it
still doesn't seem to work. So I think I'll have to try the registry cleaner, if that doesn't work then, well,
I guess I might never be able to run netbeans on that computer short of reformating the system.

I wish netbeans was like eclipse and you could just unzip it to a directory, it's too bad they probably arn't
too keen on doing things like this with regular releases.

Very nice of all of you to help me, thank you.
17  Java Game APIs & Engines / Tools Discussion / Re: netbeans corruption on: 2006-10-13 21:53:11
Thanks for the reply!

I'll definitely try that out, but I'm still open to other ideas if anyone wants to post.
By the way, do you know of any good freeware or open-source registry cleaners out
there?

Regarding the IDE, I hope this doesn't go off topic and turn into a flame war
about which is better. I'm just keeping a open mind, netbeans is integrating
a lot of cool tools with the actual ide, for example a very nice gui editor
(and eventually a uml modeler). It seems that eclipse is mostly a plugin
framework, not that there's anything wrong with that, it's just thate
most uml modelers cost lots of money.

I think that eclipse has many good attributes, and I've used it in the past a
lot. I'm just thinking that my next project is going to be relatively small
and it would be nice to have a simple way to make some nice looking
forms and seperate the logic which will actually be pretty small in the end.

Thank you very much for the help.

I really apprechiate the help.

Thanks.
18  Java Game APIs & Engines / Tools Discussion / netbeans corruption on: 2006-10-13 17:46:47
Hello everyone,

Seeing how Netbeans has been developing quite well lately, I was considering using
it for my next project. But some things have gone horribly wrong. I like to keep update
installations of programs on my compute. And with netbeans, one time I downloaded
what seemed to be possibly a corrupted version (not sure) either that or I accidentally
installed a newer netbeans over netbeans 4, anyway I uninstalled everything. (I did
see two netbeans installations in the add/remove programs window utility.)

Obviously this was wrong, I uninstalled all copies on netbeans and tried to reinstall it.
Now when I do this, it hangs up mid installation with barely any useful details (maybe none)
of why it does this. So I'm a little desperate for help at the moment, I'm wondering do
I need to reformat my computer or is there another way to completely remove all
traces of this program?

Any help would be greaty apprechiated.
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