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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 12:30:36 PM

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21  Developer / Technical / Re: Localization on: March 28, 2010, 02:23:55 AM
check out: http://www.pango.org/
also http://www.transifex.net/ works with *.po files so you can collaboratively translate your games.
22  Developer / Technical / Re: 2d vector graphics in sdl? on: March 23, 2010, 01:31:25 PM
btw, if you need hardware accelerated vector rendering you need cairo's glitz backend which is deprecated.
23  Community / Townhall / Re: Air Pressure - finished and free! on: March 23, 2010, 11:48:25 AM
I really liked the art and thanks for including a linux version.
24  Developer / Technical / Re: 2d vector graphics in sdl? on: March 23, 2010, 11:41:52 AM
I don't know about SDL but recently I was messing with clutter toolkit. if your only concern is desktop, for vector graphics clutter is a top notch solution: http://clutter-project.org/

beside vector graphics, it also handles windowing, input, vector animation, text and internationalization, simple gui widgets. it supports both opengl and opengl|es. it works on windows, linux and mac os.

the bad part is that it relies on some heavy LGPL libraries such as glib, gtk and pango so iphone and pretty much all consoles are out of the question.

cheers
25  Jobs / Collaborations / Re: The MONOCLE ENGINE on: March 20, 2010, 06:58:13 AM
Why not wrap OpenGL 2.0 calls to implement a fully compatible OpenGL|ES 2.0 API on the desktop and use it as the underlying graphics framework for the engine?

Here are some examples:
http://www.malideveloper.com/tools/software-development/opengl-es-20-emulator.php
http://developer.amd.com/GPU/OpenGL/Pages/default.aspx

This way, on every desktop os that supports OpenGL the engine will work with minimal effort and also it will work on almost every embedded device that has a 3D accelerator: iPhone, Android Phones etc. Another perk is that -correct me if I'm wrong- PSP and PS3 uses OpenGL|ES too..
This lefts us with Wii and Xbox360 support. I guess we would have to develop an OpenGL|ES wrapper on top of Direct3D and whatever Wii uses..

Of course some might think that "why not port the game engine itself to the other platforms instead of wrapping the underlying graphics framework?"
Well, IMHO there are 3 important reasons for that:

1-Extensibility. If you don't like how the engine does things you can always access to the low-level OpenGL|ES API and do the things your way.
2-OpenGL|ES has the widest range of platform support out of the box -assuming that an OpenGL wrapper is possible-
3-Emerging OpenVG implementation on mobile devices. This can open new doors on mobile game development. Hardware accelerated vector graphics and svg rendering , phew, even the idea of it makes me smile.

There are of course other things to worry about when it comes to cross-platform game engines such as windowing, threading and input. There other Khronos standards to cover these such as EGL and KHR but I can't seem to find any implementations except that some half-ass EGL implementation on Android SDK and a reference implementation from Khronos on top of "GLUT", yikes.

Open source implementations that would help the project:
Open source OpenGL|ES 1.1 implementation on top of OpenGL 1.5 http://dgles.sourceforge.net/
Open source OpenVG implementation on top of OpenGL: http://sourceforge.net/projects/shivavg/

Well, what do you think? Is this realistic?
26  Developer / Technical / Re: Chipmunk Physics 5.0.0 released. on: December 09, 2009, 12:30:17 PM
Downloadable documentation would be nice.

Any ideas for this? I used to just have a markdown file with everything in it. The Google code wiki is sort of nice, but I can't generate the documentation offline or download the entire wiki. Anyone know of any good markup tools for generating html/pdf output?

http://www.naturaldocs.org/
it's like doxygen but the html output is much more intuitive IMHO.
27  Developer / Audio / Re: The "SNES" sound on: April 27, 2009, 05:53:06 AM
I believe most accurate way to recreate snes sound would be to use a snes emulator and a genuine snes tracker rom.

but if you want a modern interface with good emulation http://famitracker.shoodot.net/ is a very nice NES tracker for windows.
28  Player / General / Re: HTML tables vs CSS on: April 26, 2009, 06:49:38 AM
EDIT 4: Okay, I got it! It works in Safari, at least. I can't check any other browsers atm. Have a look here. It's all in the source.

It's a nice try, but relies on the 100% height trick, which prevents the addition of a header/footer. Also if you enclose it inside another div, it doesn't work anymore (so you can't do that for nested elements).
small modification to corpus' code
Code:
<html> <!--doctypes, etc., bla-->
<head>
<title>COLUMNS TEST</title>
<!--meta tags and shit-->
<style type="text/css">
body {
padding: 0;
margin: 0;
}

#container {
height: 500px;
}

#menu {
float: left;
background-color: #CCC;
height: 100%;
}

#content {
background-color: #777;
height: 100%;
}

#header {
background-color: #AAA;
width: 100%;
}

#footer {
background-color: #BBB;
width: 100%;
}

</style>
</head>
<body>
<div id="container">
<div id="header"> This is a header </div>
<div id="menu"><b>MENU</b><br />Item 1<br />Item 2<br />Something longer</div>
<div id="content"><b>CONTENT</b><br />bla bla</div>
<div id="footer"> This is a footer </div>
</div>
</body>
</html>
29  Player / General / Re: HTML tables vs CSS on: April 25, 2009, 06:09:31 AM
it works with firefox too.
I've just realized thanks to this thread that I always wanted no definite width columns but always ended up with definite ones. so thanks, your css code is clean and requires no ugly hacks.
30  Player / General / Re: HTML tables vs CSS on: April 24, 2009, 04:20:30 PM
http://communication.utsa.edu/mbatch/3413/layoutexamples.html
http://www.maxdesign.com.au/presentation/page_layouts/

If I understood you correctly these should help you with the problem
31  Developer / Technical / Re: Developing for PC is fun and all but... on: April 24, 2009, 07:19:32 AM
I' think you'll like this  Beer! http://belogic.com/uzebox/

I wonder how that stacks up to these?

those are some great kits, are they open source too?
32  Developer / Technical / Re: Developing for PC is fun and all but... on: April 24, 2009, 07:10:06 AM
I' think you'll like this  Beer! http://belogic.com/uzebox/
33  Player / Games / Re: PIGScene exclusive: Karoshi Universe on: April 23, 2009, 04:29:35 AM
what's going on between joe and derek? Cool

Code:
WHOEVER WINS... WE LOSE
why is he only messing with you and no body else Huh?
34  Player / Games / Re: PIGScene exclusive: Karoshi Universe on: April 23, 2009, 01:17:21 AM
what's going on between joe and derek? Cool
35  Player / General / Re: Computer Mice on: April 20, 2009, 10:38:25 PM
I personally don't like new logitech products, they are mostly cheap plastic, they get broken very easily (2 logitech mouses and 1 logitech joystick died on me in 1 year) and my logitech keyboard feels like crap. Old trackmans are very good though.

I'm planning the buy this one once my current logitech dies Smiley http://www.steelseries.com/int/products/mice/ikari_laser/information
36  Jobs / Collaborations / Re: The MONOCLE ENGINE on: April 19, 2009, 09:07:00 PM
why is that people think open source = no copyright?
*if people, steal the source code and use it on their proprietary engine then it's illegal and therefore credit and pride are not important.
*if people use the code on their open source engine then it's GREAT. that's what open source is about!

also I highly doubt that "open source engine + closed source game" will affect any sales number. I don't see why it may affect the sales.
37  Developer / Business / Re: Choosing an Open-Source License on: April 19, 2009, 05:43:37 AM
zlib/libpng license (BSD style)
38  Developer / Technical / Re: Dynamic arrays are killing me! on: April 14, 2009, 12:43:05 AM
I think Alex's point was that the memory use can't grow arbitrarily in a game, and if you write your code as if it could you're more likely to run into the problems that creates.  Nothing to do with memory leaks.
Of course it can. who decides how many times player will fire his weapon? which results in bullet/fire/smoke sprites/particles. Also it's possible to have gameplay which relies on player interaction for creating new game objects. In that case it's impossible to predict a worst case scenario that won't be too big. I really don't know how can you call "statically allocating a dynamic tree" optimization. Scenegraphs are dynamic by design.

Quote
Optimizing the 'worst case' in a game does make sense.  I'm not sure why 'no body in here' should worry about optimizing their programs.
Because it's not optimizing. Somehow you convinced yourself that optimizing is only about runtime overhead which is not true. There are 2 conditions that we talk about here.
1- Implementing a static scenegraph according to worst case scenario.
CONS: Uses more memory than it should except when the worst case scenario is true.
2- Implementing a dynamic scenegraph.
CONS: Runtime overhead

So according to you spending more memory beats runtime overhead?
Show me *one* example where runtime overhead caused by dynamic memory allocation affects gameplay?

The optimum solution to implement a scenegraph is using dynamic memory allocation. In fact I'm not sure you can do it statically.
39  Developer / Technical / Re: Dynamic arrays are killing me! on: April 13, 2009, 11:29:21 PM
Yeah, but say you have some sort of engine-level scene graph system that creates and keeps track of scene objects or something like that. That shouldn't be limited and should all be dynamically allocated.
You can establish a max number of nodes, allocate them all up-front and then pool them at runtime.
And use much more memory then it should all the time?

And use as much memory as it will in the worst case all the time.

Kind of upsetting for a user to get to level 13 and then run out of memory without warning.

that is absurd. from your logic, player can't even start the game since statically allocating it to the worst case (level 13) would fill the memory form the start.

filling up the memory is not so easy. and memory leaks are is easy to prevent or fix if you know what you're doing. (tools like http://valgrind.org/ are very handy)

I find it funny to compare dynamic and static memory allocation. 2 very different things with their own uses. Avoiding one to use another is simply a bad programming practice.

EDIT: Also, realistically thinking, no body in here should worry about dynamic memory allocation overhead.
40  Developer / Technical / Re: Dynamic arrays are killing me! on: April 13, 2009, 10:02:29 PM
Yeah, but say you have some sort of engine-level scene graph system that creates and keeps track of scene objects or something like that. That shouldn't be limited and should all be dynamically allocated.
You can establish a max number of nodes, allocate them all up-front and then pool them at runtime.
And use much more memory then it should all the time?

Why would someone statically allocate memory for a dynamic tree?
I'm not sure there will be any problem in any kind of computer with this (pc, console...)

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