There are some complications, and you hint a bit about some of them: A common, portable interface has to be written if there isn't one already. And it has to be suitable for the problem.
But the...
Type: Posts; User: Ingemar
There are some complications, and you hint a bit about some of them: A common, portable interface has to be written if there isn't one already. And it has to be suitable for the problem.
But the...
Hm, so maybe bots could just be CLI Pascal programs communicating with the server over a pipe? That sounds farily doable. The server could have a nice 3D view (so it can be recorded to a movie), and...
The only problem with that approach is cross-platform issues. Could one make a cross-platform solution? The easiest way is to use scripts, but a PGD challenge should ne in Pascal. Pascal Script? (If...
It looks very nice. How is portability? Is it tightly connected to Lazarus or can other development systems be used?
FPC. In the past, Think Pascal was the big one, then Metrowerks Pascal filled in on PowerPC (but even then, most development was in Think). Think Pascal was the environment that pushed Turbo Pascal...
Sadly, I feel that an indie game must come with good reviews. Wading through the piles of games at AppStore, GoG, MacGameStore or Steam will only lead you to infinite numbers of tower defense (can be...
I think the problem that the concept over-hypes itself already in the name. But I consider "AI" and "game AI" to be very different.
I wrote two whole chapters about game AI in "Tricks of the Mac...
That sounds like a 10-part series, at least, just for me. I could start that day I got my programmable calculator. I am sure most others have similar stories.
I have much to say there too, but it...
Where? When I try to search for "64-bit" the forum software finds nothing, and I can't easily guess where you write about it.
OpenGL is in a strange situation now. You really should learn OpenGL 3.2+ today, not OpenGL 1/2. If you do use OpenGL 2, go for VAOs/VBOs and shaders instead of fixed pipeline.
You are right, the big pile of sections, one each for a big pile of engines and packages, it not only takes space, but it discourages me (and others, I guess) to discuss new packages. There are too...
One more thing... Where is "subscribe to thread"? Any forum must make E-mailed notifications today to keep up with FB. And it must be default to get notifications.
I find the forum quite valuable, although there obvioulsy isn't all that many people using it regularly. My own visits are in periods. I post about issues that I find important, and sometimes I get...
Nobody doing character animation?
Impressing number, and I am sure many of those examples are good, but a [Free]GLUT-based program would be easier to port. I would prefer that.
And OpenGL 2 is, as I mentioned above, not what I put...
I am working on improving my student laboration on skinning, and looking for a good file format and loader for that. Although we can't use FPC in the lab (usual combination of political reasons and...
Which OpenGL/GLSL version? I am converting to OpenGL 3.2 (and up) so all old 2.1 shaders need rewriting.
Why on earth would FBOs be outdated? I mean, replaced by what? I know that so much OpenGL is gone in 3.2 and up, but not FBOs.
And as mentioned in other parts of the thread, FBOs are not...
I did the same for much of the extension, so I couldn't quite use it optimally. I did fix and add a few things but it is still not a complete game.
So, is the extension officially over now?
A few last fixes, populated more of the world, planes can shoot...
Well, it is still just a first draft, but 0.0.3 at least has a some more of those features the full game should have.
- Many upgrades work.
- Aeroplane not totally impossible. But not really...
My "large world stacks" were really easy, worked almost at the first try. So now I can happily add a ton of game entities. The only risk is that it slows down the game start, but only that.
Now,...
Yes, it is. In the past, I was a bit uncomfortable with it since I had to link with libpng, which is not necessarily pre-installed so I had to fix a static linked library. However, the pnglite...
The input queue works just great, but I have to make two more, one stack at least side where I store all objects that are too far away from the player to be interesting. Then you can go back and...
I probably won't finish the OpenGL based version, but I have also implemented a queuing system for game objects that reduces the load from objects far away. That allows me to enter a huge number of...