princec
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Posted
2005-07-17 23:50:24 » |
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Matzon
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Reply #2 - Posted
2005-07-18 08:00:39 » |
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WOW! - and why, may I ask ?
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Games published by our own members! Check 'em out!
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Matzon
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Reply #3 - Posted
2005-07-18 08:02:25 » |
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oh, and there is a CVS export command to avoid the CVS dirs 
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princec
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Reply #4 - Posted
2005-07-18 11:38:13 » |
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Well, why not? It's often fun poking through people's code. Maybe some bright spark will figure out how to put it all together and build it and tweak the gameplay  Cas 
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Tzan
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Reply #5 - Posted
2005-07-18 18:59:03 » |
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Thanks! I do enjoy poking through other people's code. How did you know 
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Alan_W
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Reply #6 - Posted
2005-07-18 19:49:49 » |
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Goodness me. That is generous. I've admired the slick artwork on your games. Now I can admire the code.
Alan
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Time flies like a bird. Fruit flies like a banana.
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princec
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Reply #7 - Posted
2005-07-19 00:23:09 » |
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Haha  There's nothing elegant about the code! It's just "get it working QUICK code!" Cas 
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rdcarvallo
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Reply #8 - Posted
2005-07-19 21:46:21 » |
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Shaven Puppy Game Library source
 Shaven Puppy out of the CVS!! Many Thanks Rafael.-
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amannis
Junior Newbie
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Reply #9 - Posted
2005-07-20 15:31:25 » |
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Ooo, nice. I've already learnt so much from SPGL and AF sources, that I wonder what I'd do without them. No doubt they've been the best resources in the whole web! Now get into writing a deathmatch game so I can learn some networking 
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Games published by our own members! Check 'em out!
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K.I.L.E.R
Senior Member   
Java games rock!
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Reply #10 - Posted
2005-08-06 06:39:55 » |
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So if I were to completely change the gameplay and released it, you wouldn't mind? It can't find the particle diddler. There are a few other things missing like resources.dat which isn't in the resource folder either.
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Vorax: Is there a name for a "redneck" programmer? Jeff: Unemployed. 
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princec
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Reply #11 - Posted
2005-08-06 14:12:41 » |
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Surprise surprise, it doesn't just bolt together to make a game  By all means feel free to use the code to make your own games. I somehow doubt you'll produce Ultratron 2 from it of course, hehe  By the time you've got a finished product together... you'd have spent just as much time on it as we do! Cas 
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K.I.L.E.R
Senior Member   
Java games rock!
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Reply #12 - Posted
2005-08-07 05:27:33 » |
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Ahh so it's a challenge thing. Surprise surprise, it doesn't just bolt together to make a game  By all means feel free to use the code to make your own games. I somehow doubt you'll produce Ultratron 2 from it of course, hehe  By the time you've got a finished product together... you'd have spent just as much time on it as we do! Cas 
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Vorax: Is there a name for a "redneck" programmer? Jeff: Unemployed. 
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builderchad
Junior Newbie
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Reply #13 - Posted
2006-02-08 22:06:20 » |
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HI, I'm a bit late to the party and the links to the source code above don't seem to work anymore. I was hoping I could still get hold of the source code as I would like to see a working example of 2D in OpenGL.
Thanks, Chad.
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f.l.x
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Reply #14 - Posted
2006-02-10 11:20:39 » |
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It would be nice to have the sources back, i'm looking for a lwgl devil + linux workarround and since i haven't had any problems loading ultratron i thought i could borrow if from you 
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g666
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Reply #15 - Posted
2006-02-10 15:04:04 » |
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It would be nice to have the sources back, i'm looking for a lwgl devil + linux workarround and since i haven't had any problems loading ultratron i thought i could borrow if from you  I think cas' games all use his own propreity formats for images+sound.
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desperately seeking sanity
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f.l.x
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Reply #16 - Posted
2006-02-12 16:54:40 » |
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does the format matters?  i thought that it was the way in which it's loaded into memory
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g666
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Reply #17 - Posted
2006-02-12 21:15:58 » |
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does the format matters?  i thought that it was the way in which it's loaded into memory If it is his own format then he doesnt need to use devil at all. You can always write ur own loader or use imageio if u want to avoid devil.
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desperately seeking sanity
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Matzon
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Reply #18 - Posted
2006-02-12 22:22:27 » |
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afaik, ultratron doesn't use devil..
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f.l.x
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Reply #19 - Posted
2006-02-13 23:26:25 » |
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If it is his own format then he doesnt need to use devil at all. You can always write ur own loader or use imageio if u want to avoid devil.
ok, i have worked it our, i will share it here after testing it a litle. I have just written the ByteBuffer data of the image down to a file, with some info about the texture (dimension, format, etc...) i seems to work 
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magemog
Senior Newbie 
Jaded Samurai
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Reply #20 - Posted
2006-02-14 02:44:29 » |
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The links are down 
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Hmm... sounds vaguely familiar... yeah
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nicolas_bol
Senior Newbie 
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Reply #21 - Posted
2006-03-02 16:25:17 » |
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Arg, I am late and links are gone  !! Anybody still have them ?
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CaptainJester
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Reply #22 - Posted
2006-03-02 19:05:57 » |
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I asked Cas about it and he said he is busy right now, but as soon as he gets a chance he'll put them back up.
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princec
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Reply #23 - Posted
2006-03-04 00:44:56 » |
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Yeah, gimme a bit, I'll put it up somewhere sometime... and no I don't use DevIL, I use my own format which is more or less like TGA (i.e. really totally simple) and convert stuff ahead of time. Cas 
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f.l.x
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Reply #24 - Posted
2006-03-04 13:10:19 » |
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i have been tweaking kev's tga loader to load rle-encoded tga and if someone finds it usefull i can go for indexed 
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oNyx
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Reply #25 - Posted
2006-03-04 15:34:54 » |
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RLE isnt worth it. The TGAs get compressed either way. Your time is better spend with indexed and/or 16bit.
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princec
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Reply #26 - Posted
2006-03-04 19:52:03 » |
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JPEG with alpha is the best of course  (For graphics where that works ok) (And that's where DevIL might come in handy, as a JPEG decoder that's easy to use) Cas 
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oNyx
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Reply #27 - Posted
2006-03-05 04:23:48 » |
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Hmm... "best"... well, I think that DXTn is pretty neat. Way smaller than TGA (zipped and unzipped) and usually it saves a lot vram and there is no decompression involved (apart from that on-the-fly decompression of course). If the card doesnt support it, those extra benefits are gone and you need to decompress it yourself (way faster than jpg tho). One of those rather useless comparsion images: http://kaioa.com/k/formatcmp.pngI'm actually a bit surprised that it does look that good with this kind of image data. With photo based textures its a bit different. A jpg can be easily a third smaller, because the dxt stuff wont compress as nicely anymore. Well, you still have faster loading times and greatly reduced vram usage.
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princec
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Reply #28 - Posted
2006-03-05 09:46:41 » |
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I'm likin' the look o' that! Perfect compression format for my games. Is there a Java compressor source around that I can use to apply to a BufferedImage? Cas 
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oNyx
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Reply #29 - Posted
2006-03-05 16:26:28 » |
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>Is there a Java compressor source around that I can use to apply to a BufferedImage? Dunno. Havent seen one yet, but it shouldnt be too difficiult, because the compression scheme is very simple (it has to be since its decompressed on the fly each time the texture is drawn). Well, the most usable option seems to be using the DDS format for storing the images. DDS can store the texture data in over 20 kind of flavours (DXT1-DXT5, 24bit raw, 32bit raw, 4-4-4-4, 5-6-5, 8-8 etc). The advantage of using that format is that you can use your every day image viewer (say irfanview) for inspecting the images and it also means that you can use existing batch converter tools from Nvidia or ATI. Eg this photoshop plugin and this stuff (you need to create a profile with the photoshop plugin for using that command line thingy). OpenIL can read dds files and there are also some half usable readers written in java. IIRC CDF was working on one for VE (volatile engine).
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