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Comments:
<0> Does anyone know of a good SDL GL font library? <1> is it a good idea to use opengl for a 2d game? <2> If you want hardware acceleration for more advanced "effects" than blitting, yes <1> hm what other apis are there for 2d, except for opengl and directx? <1> openGL seems kinda hard compared to other libs ive used <2> There are wrappers around native interfaces like SDL <2> Using opengl would probably still be a good idea if you want good performance and flexibility <2> But you may as well do it 3d I suppose
<1> well ive used GLUT before and i couldnt get my tiles i drawn to move when i used the arrow keys <2> Understanding matrices would help <1> i understand them to some point, done a bit with them at school in 2d math <1> like a,b,c,d,e,f matrix * a,b,c vector = [x,y] coord or some junk <2> Specifically, understanding how vertices are transformed by the matrices so you can view your world as you desire <1> i was trying to move a vertex by doing this glTexCoord2f(0.0f, 0.0f); glVertex3f(float(x)+XPos, float(y), 0.0f); <1> dose that mean i'd want to move the camera over the tiles rather than move the vertexes/quads? <2> That would be more efficient, yes, as the data will remain static <1> Not sure how to implemt a tile engine that way though, i'd have to scroll the texture coords? :s <2> No, you just move the eye around by modifying the modelview matrix <2> The tiles don't change <1> the way ive done it before is draw an extra coloumn and row of tiles, scroll them and when one row/coloumn is off screen reset its pos and update its texture <3> I just found this site: <3> http://msdn.microsoft.com/msdnmag/issues/05/12/VisualStudioAddins/ <3> while I was searching for a hack to bind my side mouse buttons to the navigate forward and backward. <3> And one thing it has in there is that TestDriven module, which is *EXACTLY* the sort of thing I was looking for earlier. <3> neat. <1> :x <3> actually it didn't work out for me for visual studio 2005 <3> the testDriven thing is for c#, and the mouse binder thing only worked in 2003 <3> Anyone know how to bind mouse buttins in visual studio 2005? I just want navigate forward and backward to work. <3> ugh buttons* I mean <2> You really need to get used to code without the mouse :), it's way too slow in comparison to keyboard shortcuts <4> An article in this month's issue of Scientific American reports on the work of graphics researchers who are close to making real-time ray tracing a reality for everything from industrial applications to computer gaming. The article is centered around work being done at Intel, the University of Texas at Austin, and Saarland University. <4> http://arstechnica.com/news.ars/post/20060805-7430.html <2> Hrm, 100 million "ray segments" per second? <2> I reach 10 million rays per second on decent scenes ( >200k triangles ), I have doubts they could reach 10 times this... unless their "ray segments" are not complete rays <2> Ahah, they use a binary tree and that's 100 million node traversals per second. Okay, I am not impressed :) <2> There's absolutely nothing new or of any interest in their paper ( sorry :) ) <4> yeah <4> all they're saying is adding multiple cpu's till you have enough calculations to do it in real time
<2> People really seem stuck in binary trees <4> and highlighting some research being done in the area <2> Without texture or other eye-candy, it's easily real-time on one processor here <2> Working with or just interested by raytracing, Bloc? <5> how many fps can a decent ray tracer do on modern common hardware ? <5> good enough for a tv <2> Between 0.001fps and 50fps, depends of the raytracer and the rendering <5> I bet she gets HOT <4> i haven't looked into any ray tracing, and my toy opengl project has been on the back burner for a few months <4> i like cutting the odd interesting gfx news here to see what people think about it <2> :) Twingy and I have been into ray-tracing for some time, he moved to another field recently though <6> Maloeran: So, how do you convert a screen coordinate to a world coordinate? :) <6> I mean, the ray must have an origin. <6> And I ***ume the ray is casted from the middle of each pixel. <2> Typically, you'll just have a matrix to define your eye's position and orientation <2> Rays are shot from the eye, vectors being multipled by a 3x3 rotation matrix <6> But that's not what I mean. How do you convert from 2D space to 3D space, and taking the w/h ratio into account? <6> I just can't imagine a system without a clipping matrix ;-p <6> And z-divide. <2> You interpolate X and Y from -t to t and you mutiply that by your 3x3 rotation matrix, you just need a vector <2> The vector 0.0,0.0,1.0 for example could be the center of your viewport <2> That's the short story anyway, for the slow and lazy way :) <7> anyone here able to answer some programming questions i have ? <8> ask the question <8> its better than asking about asking :) <7> im working on an engine, like to add the ability to read textures and models from within a zip archive <7> sorry that took so long, asking on #gamedev as well <3> callbacks in C are fun, I don't get to use them all that much in C++ <9> heh <3> well, not just callbacks so much as function pointers. <9> same thing, different name <3> I figured callbacks have some connotation about the usage. <9> what else would you use a function pointer for? :D <3> erm, uhhh <3> :) <3> lets just say a callback is what you do with function pointers, verb and noun I think
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