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 11 
 on: 2015-07-06 00:24:20 
Started by aclimb - Last post by Paddi27
Please have a look at my project http://www.java-gaming.org/topics/java-2d-multiplayer-coop-rpg/35974/msg/340836/view.html#msg340836 and tell me if this is something you had in mind. This is a typical top down perspektive which is used by the most rpgs. I could give you a few tips for example on tile based map rendering and using programms like Tiled a graphical map building tool which will save a lot of work for you.

 12 
 on: 2015-07-05 23:53:44 
Started by Therobodavo - Last post by Therobodavo
I guess the thing I'm still stuck on is.. so the vertex Vbo I have saves the data for the location. You're saying a static mesh doesn't change, but for a game the texture for each creature/item/entity can and most likely will move. Therefore the data will change, so I would need to do something to chanhe that data That's what I thought the SubData mathod was for, but I didn't understand how that was done.

Now regarding batching, I've never worked with this before and have no clue what to do with it. So I may just be missing what you're saying, but I don't know what to do exactly to move the coords for each "creature/texture". If batching is the way to do it, I still have no clue how to do it with VBO's xD.

I think I understand buffers... but I guess the way data (x,y) for each vertex is stored/changed is a little unclear for me cause Idk what to do to change it :/

 13 
 on: 2015-07-05 23:42:02 
Started by BurntPizza - Last post by basil_
i didn't leave my cave.

 14 
 on: 2015-07-05 23:33:55 
Started by tommohawkaction - Last post by tommohawkaction
The first one has a better GPU and I think 8GB RAM is ok. You wont get to play new games at Ultra Settings, but theyll work. And in the end, laptops are not for gaming.

For the HDD, do you really need that much? And you can get an external HDD for the difference, or dont store so much junk.

The one which has the better graphics card, do you think the processor which is a apu be able to handle games for example (GTA 5 ultra low I know it is a bit extreme but just wondering)

 15 
 on: 2015-07-05 23:30:56 
Started by Therobodavo - Last post by Jesse
Quote
What do you mean by static meshes?
Quote
Also if you wanna explain more about SubData feel free.

Well, I admit it can be a little hard to explain, but I'll try to answer both the above questions in one go.

First, by 'static' I just mean that the mesh data never changes after you initially create it.

When you allocate a buffer in OpenGL (using glBufferData), you get to supply a hint for how you expect the buffer to be used. For example, you'd specify 'static' if you never expect to change the buffer data after the initial upload, or 'stream' if you expect to change the data frequently. To the best of my knowledge these are just hints and don't actually have any effect on what you can or can't do with the buffer later, but for performance reasons you should try to choose a hint that matches how you intend to use the buffer.

In simple terms, glBufferData and glBufferSubData do the following:

- glBufferData allocates memory for a buffer, and optionally allows you to upload data to the buffer as well.
- glBufferSubData allows you to upload data to a buffer that's already been allocated via glBufferData.

So, glBufferData is more or less required (that is, you have to call it at some point if you want to use the buffer at all), but glBufferSubData is entirely optional and only need be used if you want to update the data in an existing buffer for some reason.

A lot of times in OpenGL you just want to create a mesh and never change it. This is often referred to as a 'static' mesh both because 'static' means unchanging, and also because the corresponding OpenGL usage hint is called 'static'. So whenever I say 'use a static mesh' I just mean to create a mesh once using glBufferData (with the 'static' usage hint), and then never change it.

Sometimes however you want to modify the data in an existing buffer. There are a lot of use cases for this: batching (like I was describing earlier), animation, deformation, and so on. The use case that could be of immediate interest to you, I think, is batching. But, to repeat myself, I don't think you necessarily need to start with that, as it can be a little complicated.

That's pretty long already, so I'll stop there, but feel free to ask for clarification if you need it.

 16 
 on: 2015-07-05 23:30:54 
Started by tommohawkaction - Last post by MrMapcom
The first one has a better GPU and I think 8GB RAM is ok. You wont get to play new games at Ultra Settings, but theyll work. And in the end, laptops are not for gaming.

For the HDD, do you really need that much? And you can get an external HDD for the difference, or dont store so much junk.

 17 
 on: 2015-07-05 23:01:38 
Started by Zaneris - Last post by Jesse
Looks nice!

 18 
 on: 2015-07-05 22:57:40 
Started by Zaneris - Last post by Zaneris
Shout out to jrenner for the inspiration to start this!

  • Dynamic terrain generation
  • Near infinite world size
  • Texture support
  • Transparent mesh overlays
  • More to come!



Video taken prior to transparent mesh implementation.
<a href="http://www.youtube.com/v/T1pMgyBqnAw?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/T1pMgyBqnAw?version=3&amp;hl=en_US&amp;start=</a>

Source: https://github.com/Zaneris/Tranquil

 19 
 on: 2015-07-05 22:49:12 
Started by Therobodavo - Last post by Therobodavo
What do you mean by static meshes? I'll do it if it means not using a library, as I'm trying to stay away from that. xD

Also if you wanna explain more about SubData feel free. Honestly, you've been great at helping me understand things, and I really just want to learn as much as possible.

Not to mention..... every source I go to just copy's and pastes a response saying the same confusing thing.

 20 
 on: 2015-07-05 22:43:32 
Started by aclimb - Last post by Jesse
I haven't worked on any projects specifically of the type you mention, so I'm not particularly qualified to give advice here, but I'll just offer a couple general suggestions to get you started.

- I think a good first step would be decide how much you want to do yourself and how much you want to outsource to existing libraries and frameworks. For example, do you want to use something like LWJGL and deal with things like rendering directly, or would you rather use something like LibGDX as a base and build your game on top of that? Do you want to implement things like A* yourself, or use existing solutions where possible? I won't advocate for one over the other, but for a project of significant scope like you're proposing here, those will be key questions to answer.

- I think for any kind of RPG-like game of significant scope, incorporating a scripting system is probably a good idea, so that might be something to plan ahead for. I've only used JavaScript with Java myself and tend to recommend it because it's easy to integrate, but there are of course other solutions as well.

- Whichever way you go, modularity is probably a good goal and will allow you to develop and test aspects of the game in isolation. For example, a pathfinding system is a good candidate for something that can be developed largely in isolation, with dependencies mostly in the form of data that's passed in (dependency injection). Once you start to have some useful modules available, you may find it's more or less self-evident how they should be linked up to form the overall game framework.

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