Search found 387 matches

by qpHalcy0n
Fri Aug 06, 2010 2:14 am
Forum: Game Development
Topic: Blade Brothers Engine: Creating my first 2D Game Engine
Replies: 272
Views: 38494

Re: Blade Brothers Engine: Creating my first 2D Game Engine

If you REALLY want to obtain the texture width/height from OpenGL, bind the texture, and call: int width, height; width = height= 0; glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width ); glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height ); This obtains ...
by qpHalcy0n
Fri Aug 06, 2010 2:01 am
Forum: Programming Discussion
Topic: mvEngine Development Thread
Replies: 115
Views: 8032

Re: mvEngine Development Thread

Alright, I'm going to save you some time and just tell you that this guy's code is barre none some of the WORST image loading code I have ever seen in my entire life. It is needlessly arcane, it is totally incomplete (he leaves out things in the header that would make this significantly easier), and...
by qpHalcy0n
Mon Aug 02, 2010 9:07 pm
Forum: General Gaming
Topic: STEAM IDs Post them here
Replies: 43
Views: 39647

Re: STEAM IDs Post them here

Steam ID: gRxMx


I'm always up for L4D, L4D2, HL2DM, CS:S, Alien Swarm
by qpHalcy0n
Mon Aug 02, 2010 9:00 pm
Forum: General/Off-Topic
Topic: Active
Replies: 13
Views: 1590

Re: Active

You're probably about 16 or 17 aren't you? :] The way you say it makes it sound like "Yea guys, I know you're going to miss me because i've got just SO much to do, so come to my forum where I'll grace you with my precious time". Which is, to put it lightly, douchey. You might say something...
by qpHalcy0n
Mon Aug 02, 2010 6:30 pm
Forum: Programming Discussion
Topic: mvEngine Development Thread
Replies: 115
Views: 8032

Re: mvEngine Development Thread

The default pixel modulation operation is GL_MODULATE. This takes the source color and source texel data and performs a mix of them by color multiplication. If you want the texture to appear as it does on its own, simply don't pass a color when rendering, or change the modulation op to GL_REPLACE. g...
by qpHalcy0n
Mon Jul 26, 2010 12:36 am
Forum: General/Off-Topic
Topic: I Got A Question On Being A Game Programmer As Job
Replies: 30
Views: 3928

Re: I Got A Question On Being A Game Programmer As Job

Here's what I would liken obtaining a job at a major studio to: becoming an airline pilot. Granted, your chances of being an airline pilot are probably significantly better. You essentially have to eat, sleep, and breathe this junk...and you have to do it well ....er, at least better than "that...
by qpHalcy0n
Fri Jul 23, 2010 10:32 am
Forum: General/Off-Topic
Topic: Official "Hello, World! (I'm new!)" thread
Replies: 821
Views: 601303

Re: Official "Hello, World! (I'm new!)" thread

isamgray, Welcome :]

It's one of the few game development communities out there that won't sicken you. I haven't run across any douchebags here (except avansc ;) ).

You're from Dallas too! :D +1.
by qpHalcy0n
Fri Jul 23, 2010 10:22 am
Forum: Programming Discussion
Topic: Is win32 a requirement? [SOLVED]
Replies: 7
Views: 695

Re: Is win32 a requirement? [SOLVED]

I wouldn't waste your time forcing yourself to learn it. It's one of those things that you'll pick up as you move along. It's not the end, its a means to an end. It's "Just another API" that you'll end up becoming familiar with if you're a part of any big windows project. Similarly if you ...
by qpHalcy0n
Wed May 19, 2010 11:20 am
Forum: Programming Discussion
Topic: Halp plz [solved]
Replies: 4
Views: 430

Re: Halp plz

The third parameter to those mapping functions is the stride. This is the distance between consecutive "colors", or "positions", or what have you.

Remove the padding and go with: glVertexPointer( 3, GL_FLOAT, sizeof( vertex_format ), BUFFER_OFFSET( OffsetPosition ) );
by qpHalcy0n
Mon May 17, 2010 6:34 pm
Forum: Programming Discussion
Topic: deleting an object
Replies: 9
Views: 671

Re: deleting an object

Have you supplied good copy constructors?

You may be pushing a copy somewhere, then when its destroyed you end up with two delete's.
by qpHalcy0n
Wed May 12, 2010 11:29 pm
Forum: Current Events and Science/Technology
Topic: Point Clouds as Basis for 3D Computer Graphics Breakthrough
Replies: 4
Views: 1484

Re: Point Clouds as Basis for 3D Computer Graphics Breakthrough

Whether this guy has actually managed to do this is something I'm still a little skeptical about. He's a little passive aggressively arrogant in a way only a brit can be ;] I kid. However arrogant he is, though, this technology is not far off the mark. There have already been several proof of concep...
by qpHalcy0n
Tue May 11, 2010 9:22 pm
Forum: Programming Discussion
Topic: How often are physics forumlas used in 3D programming?
Replies: 7
Views: 611

Re: How often are physics forumlas used in 3D programming?

In 3D programming you'll see them quite frequently. However, you often will not see them in "textbook form". The methods you learn about in the classroom are exact methods which are often very computationally expensive. You're more likely to see the same formulas but widdled down under &qu...
by qpHalcy0n
Tue May 11, 2010 9:15 pm
Forum: Programming Discussion
Topic: Removing glow around pictures
Replies: 24
Views: 1875

Re: Removing glow around pictures

So far as the hardware is concerned, it's merely an additional operation that involves a few lerps or simple accumulation depending on the blend mode. The only thing you SHOULD be sacrificing here is the 1 to 32 bits of space (depending on image format) to store the alpha. You DO take a small hit fr...
by qpHalcy0n
Sun May 09, 2010 8:37 pm
Forum: Programming Discussion
Topic: gluPerspective problems
Replies: 11
Views: 978

Re: gluPerspective problems

Whoops, yes move FARTHER away :] Gotcha. It depends on where the object's "z" is in relation to the near and far clip planes as to how much of an effect a translation laterally will actually have on the final location. If you're very close to near, it'll have a huge effect. If you're very ...
by qpHalcy0n
Sun May 09, 2010 7:52 pm
Forum: Programming Discussion
Topic: gluPerspective problems
Replies: 11
Views: 978

Re: gluPerspective problems

The reason this is the case is because, like I said, perspective projections do not preserve linearity. This is why they're called "perspective" projections. If you've got an orthographic camera, no matter how close or how far away from the object, it will visibly appear the same no matter...