CaptainJester
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Reply #30 - Posted
2009-01-22 21:16:40 » |
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I'm ok going either way. If we already have some code to start with that might generate more interest. What tech does the existing code use? jME, LWJGL/JOGL, or custom? I think we should target OpenGL and not Java2D. What are your thoughts?
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bobjob
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Reply #31 - Posted
2009-01-23 20:34:35 » |
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yeah Im definately thinking openGL. except for non game aspects such as utililty programs(map editors and such). As for in game: for 2D, I was hoping maybe slick. It doesnt look like there will be enough programers for the a 2D version. nun the less it will always be easy enough to implemenet later.
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CaptainJester
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Reply #32 - Posted
2009-01-24 19:59:31 » |
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I created a root folder called rts. You can start to upload code there if you want.
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Games published by our own members! Check 'em out!
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gamelessx25
Senior Newbie 
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Reply #33 - Posted
2009-01-27 03:08:30 » |
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How are we handling art assets? Is there a folder structure set up for this stuff?
Otherwise I will use my own naming conventions for now and email them to bobjob.
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bobjob
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Reply #34 - Posted
2009-01-27 03:18:07 » |
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Would be cool if you could send them over anyway. because ill probably add some stuff: * add normal map (if you havnt) * add height/displacement map (if you havnt) * decimate a version for performance.
for the RTS the three main states for animation are as follows: move: loops through move (walk/fly) key frames stand: loops through stand (still/hover) keyframes death: runs through death keyframes once. attack: runs through attack keyframes once.
note: I doubt a RTS will take advantage of these states, as each unit will probably only need one model. Im guessing stuff like engines, damage, will be displayed via texture and particle effects.
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gamelessx25
Senior Newbie 
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Reply #35 - Posted
2009-01-31 20:29:27 » |
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 One more question, what's the targeted triangle limit? Also, you want the weapons to be separate meshes or part of the main mesh and just ignore animations? I would suggest one mesh to make things easy and ignore firing animations. Someone already said that can be covered with particle effects and sounds since the player will be more concentrated on the battle than looking at the unit's individual animation. It's icing on the cake that doesn't exit yet.
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bobjob
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Reply #36 - Posted
2009-02-01 00:30:00 » |
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Im sure the triangle count can always be tweeked later down the track.
It would be alot easyer to have the guns on the actual model. Missiles/Lazers will be added later.
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h3ckboy
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Reply #37 - Posted
2009-02-03 20:08:45 » |
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hey I am kinda noobish(sort of) but I figure this may be an interesting ride so can I join? I can only really help wiht eh 2D version of th game as I have never programed in 3D
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CaptainJester
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Reply #38 - Posted
2009-02-04 12:54:21 » |
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hey I am kinda noobish(sort of) but I figure this may be an interesting ride so can I join? I can only really help wiht eh 2D version of th game as I have never programed in 3D
Don't worry about that. Part of the reason for this is to help people learn new things.
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h3ckboy
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Reply #39 - Posted
2009-02-04 15:21:41 » |
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k, so how can I help, I have only done 2D before  but since you said you are gunna do that later I am gunna take a leap at 3D  could oyu point out any good tutorials? (dont worry I learn fast)
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Games published by our own members! Check 'em out!
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CaptainJester
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Reply #40 - Posted
2009-02-04 16:00:41 » |
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http://nehe.gamedev.net/There are a lot of OpenGL tutorials here. The web page is written with C++ examples, but at the bottom of each page there are links to conversions for the tutorials. The first 30 have LWJGL versions. You can go to the LWGJL Forums or come back here with any questions.
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h3ckboy
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Reply #41 - Posted
2009-02-04 16:44:33 » |
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I have downloaded lwjgl but now waht I cant figur out how to install it(if that is what you do) do I copy it somewhere?
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kappa
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Reply #43 - Posted
2009-02-04 20:22:53 » |
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I have downloaded lwjgl but now waht I cant figur out how to install it(if that is what you do) do I copy it somewhere?
just remember you don't install it (especially not in jre ext folder), but instead extract it somewhere on your computer and link to it with a vm argument.
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h3ckboy
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Reply #44 - Posted
2009-02-05 06:41:00 » |
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I ahve now and I am about to test it. will say if it works.
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h3ckboy
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Reply #45 - Posted
2009-02-05 08:05:43 » |
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do I also need ot get openGL or just lwjgl? cause it cant find the packageimport gl4java this is in lesson 1 of the tutorial you showed me. wich by the way, did oyu write that? cause somewhere it said thanks to captainJester.
thx in advance
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kappa
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Reply #46 - Posted
2009-02-05 08:15:54 » |
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you only need lwjgl, you don't have to install opengl. as for the tutorial, i think you might have the wrong one since gl4java is a different opengl java binding. if you want good lwjgl tutorials i suggest you avoid the ones on the nehe page since the source code is pretty messy on those ones, instead try the nehe tutorials from http://bloody-blades.de/?page_id=3 the code is much nicer, however the Devil library is used on both those tutorial ports which is no longer part of lwjgl 2.0+, you'll have to use something like the slick-util library to load the images and just substitue it in parts where Devil is used. As for good tutorials i recommend you start with the space invaders example that comes with lwjgl it has nice clean code and its easy to pick up, other good places to find nice code for lwjgl is on the http://www.lwjgl.org/demos.php page. And the Red Book is a must if your new to opengl.
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h3ckboy
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Reply #47 - Posted
2009-02-05 08:18:49 » |
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k thx, I cant try it right now causee I am in English class :/. and lwjgl.org is blocked  . so I will try it as soon as I get home  . I am nto sure why they havent bloked this forum yet though. but heck ti si fine by me.
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h3ckboy
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Reply #48 - Posted
2009-02-07 15:04:59 » |
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ok I got lwjgl working  hahaha. btw is there another forum where you guys are talking. casue no1 is saying anything? I am going to continue learning lwjgl.
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kappa
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Reply #49 - Posted
2009-02-07 15:44:48 » |
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the lwjgl irc channel (#lwjgl on freenode) is a very nice and active place, you can get lots of info and help from there.
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h3ckboy
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Reply #50 - Posted
2009-02-07 17:03:43 » |
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hwo do you do irc in windows? I know how in linux :/
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kappa
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Reply #51 - Posted
2009-02-07 18:20:05 » |
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Number of different programs are available on windows such as XChat, Mirc, trillian, Chatzilla(firefox extension), etc. Where you can't use external programs(blocked ports, etc) theres a few web services available that allow you to use irc such as Mibbit, however they are not as nice as having a standalone irc application.
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h3ckboy
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Reply #52 - Posted
2009-02-07 19:39:13 » |
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seriously thouhg is this a dead topic. cause bobjob has not said anything since I came. CaptainJester hasent talked in a few days. it is just kapta and me, and I dont even know if he is ont his project.
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Mr_Light
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Reply #53 - Posted
2009-02-07 19:41:10 » |
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Ah, the young and inpatient.
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It's harder to read code than to write it. - it's even harder to write readable code.
The gospel of brother Riven: "The guarantee that all bugs are in *your* code is worth gold." Amen brother a-m-e-n.
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bobjob
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Reply #54 - Posted
2009-02-07 20:05:51 » |
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seriously thouhg is this a dead topic. cause bobjob has not said anything since I came. CaptainJester hasent talked in a few days. it is just kapta and me, and I dont even know if he is ont his project.
Thats a fair enough question. I wasnt planning on "new" programers joining, Id rather not spend my time teaching, as there is an abundance of resources on the internet. That said, As there is still minimal interest in the programming side of things(for the RTS), I wouldnt mind continuing the game closed source, and joining the Space Trade community project. If someone would like to continue a public RTS project there welcome by all means. As for myself Ill continue to program the RTS using my own engine. I asked gameless if he would still be interested in modelling for a closed source version, and he is. As for my own community input, ill be making models, and tweeking them, for the Space Trade community project, as well as a little bit of coding were needed.
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h3ckboy
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Reply #55 - Posted
2009-02-07 20:07:20 » |
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ok. I am glad hat I tried this out. cause I am learning LWJGL. 
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