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Pages: 1 [2] 3 4 ... 8
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21
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Developer / Art / Re: 3D thread
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on: March 28, 2013, 12:30:21 AM
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Recently weighted and started animating a previous model.
Looks good, but the animation/walking speed is a little bit too fast imo.
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22
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Developer / Business / Re: Reliable Programmers? Where?
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on: March 27, 2013, 09:56:21 AM
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It's normal - you are trying to get some work done almost for free, so why would you expect any decent programmer to work on it. I mean, even in 3rd word countries, 500$ for a month of work + 6 months support is just too low for anyone to take it seriously. So you get what you pay for - crappy programmers  I work on elance sometimes, (I'm from Poland, so 1000$ = decent salary). So, 500$ is a decent sum of money, but I can just get better offers than this. Also - you expect to get a 3rd world country programmer, who is cheap (so probably just starting), and you want iOS + Android support - where people like this just don't have iPhone (or android) to test on. I'd say 600-1000$ without the 6 month support, ( or only bugfixes + paid feature adding if needed), where you would also help the programmer sometimes (with bugtesting or something) might get you there. And it would actually be a medicore/decent offer.
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23
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Community / Tutorials / Re: SO YOU WANT TO MAKE GAMES - the beginner's guide [in progress]
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on: March 27, 2013, 01:43:39 AM
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Of course there are exceptions on every level, and I agree Java is excessively wordy and could use a hell of a lot of pruning. I am of the opinion C# is a superior language in every measurable metric except perhaps contract billable hours, so I don't really like defending Java.
But to cite your first example:
System.out.println("Hello World!");
whereas in c++ its just
cout << "Hello World!";
The first is actually superior to the second in almost every way but terseness.
First, << can be overridden and therefore it's meaning is mutable. The first line means exactly what it means, and it means it every single time. This is easy to support and easy for new devs to grok.
The second however, the operator can be modified and cout, first off is a shit undescriptive name ( c means what? Console? Class? Character? ( and yes, I know its console ) out to where? ) can be redirected. This is a source of potential confusion and future bugs.
Also, for example in Eclipse you can just type : syso+[ctrl+space] And you have your System.out.println When writing in java, using some decent code editor, you just get used to ctrl+space. And then java is probably one of the easiest/fastest languages to code in.
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24
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Developer / Technical / Re: capturing opengl textures
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on: March 26, 2013, 04:46:16 AM
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How did you use the displaylists ? they are similar to vbo. You shouldn't draw each tile separately - you should create a big chunk of geometry, and then draw it at once. So: for(Tile t in all_tiles_in_the_screen){ t.draw(); }
Is bad.
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25
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Developer / Technical / Re: capturing opengl textures
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on: March 26, 2013, 04:33:47 AM
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You should use Vertex Buffer Objects. Create a "chunk" from 16x16 tiles (or more), store them in one VBO, and it should be working really fast  You could probably store the whole world in one vbo if you are lazy, and it should be good enough (for a 100x100 world).
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31
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Developer / Technical / Re: The happy programmer room
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on: March 15, 2013, 01:20:46 AM
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Also one of my favorite bands of all time is releasing a new album after 7 years and the first single is NOT A DISSAPPOIONTMENT! :D
Which band ? Just curious.
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32
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Developer / Art / Re: 3D thread
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on: February 28, 2013, 12:57:12 PM
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sure
Thanks, I'm trying to model lowpoly Jason Statham's face right now, and I will be trying to texture it using projective paint etc.
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33
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Developer / Art / Re: 3D thread
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on: February 28, 2013, 11:35:21 AM
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hi! a lowpoly soldier I made last weekend:  Could you post the texture for this soldier? I'm trying to learn how to paint textures, but I suck at it. I'm especially interested in the process of drawing a face.
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34
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Developer / Art / Re: 3D thread
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on: February 09, 2013, 04:11:33 PM
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I'm pretty sure it's a 3d model just rendered in very low resolution. Looks really cool though.
Yup, just a crappy blocky model rendered in 32x32 and upscaled.
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35
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Developer / Art / Re: 3D thread
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on: February 09, 2013, 03:10:55 PM
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 I might use similar style in some game I will be making.
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36
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Developer / Technical / Re: The happy programmer room
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on: January 31, 2013, 09:21:30 AM
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IMO Flash isn't slow, it's just that most programmers don't care about optimization.
For example : My old flash game uses n^2 collisions. aaaaand I blame it on flash being slow.
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40
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Developer / Technical / Re: Terrain rendering methods
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on: December 27, 2012, 11:05:25 AM
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Okay, so : #1 why *100 makes textures tiled : I assumed, that the terrains texture coordinates are from (0,0) to (1,1). (for the mask texture to work properly) If texture coordinates are > 1.0 then the image gets tiled. So if we are processing the texture at (0.5,0.5) * 100 - it will get tiled, this is just how shaders work.
#2 the maskTex is just an image. vec4 mask is a "pixel" on the maskTex that's currently being processed by the shader. vec4 is formatted like (red green blue alpha) So - I assumed, that the red value is a value for grass texture. So I take the red component (mask.r), and it's my "alpha" for the terrain grass texture. I do the same for diffrent textures. (so mask.b is an alpha for dirt etc)
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