If both you collaborate, that would be result in a greater project.
If both you collaborate, that would be result in a greater project.
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I hope that he messages me, our projects definetly have some large overlap.
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
Hello Jernej
Im still here.
Just noticed that you posted. Month later but..
Any updates on your game?
Yes, while i have not published a lot, the game is progressing althru slowly, i've done a lot of optimizations and under the hood stability fixes, i will have a update soon.
Let me know if you need any help with your project, like i said i can still help you a lot with gta1 file formats, if you wish to make importers for that for example.
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
Hi.
Nice, thanks for the help!
I have few questions but they can wait a bit.
I have a tile picker which supports transparency in tiles. So user can see transparent tiles as transparent before even using them.
Also its possible to "Search" specific tile with its index, to avoid lots of scrolling.
Useful if you remember commonly used tiles in specific .sty file.
Currently im implementing unlimited Undo/Redo. Unlimited is not the primary thing here but its just the way it is.
It basically worked but i found few bugs and issues.
Now i remodeled the whole thing. Will see how this one will work. As im now typing this reply here im working on this thing..
In next reply i will let people know how it worked out..
Last edited by hwnd; 30-06-2019 at 07:50 PM.
Anybody knows is it possible to use shaders without actually using modern GL rendering context?
I mean use some shader code with for example: OpenGL 2.0 ?
Confusing but i have seen some old "legit" OpenGL code with some shader stuff in it.
Or its not possible because of "context" ? I mean older context can't deal with modern stuff and modern code can't affect the old 1.1 commands?
Lets say my app is using 1.1 API only and i want to add shader lighting into it. Not possible?
From what I can read around internet:
- If your app is really using 1.1 API then you will have to fall back to https://en.wikipedia.org/wiki/ARB_assembly_language
- But if you are already using Open GL 2.0 then you can already use https://en.wikipedia.org/wiki/OpenGL_Shading_Language
You can use glsl in parallel with all existing api, you just turn shader on and off with a function.
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
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