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Jokes EtcFunny Cheating Pictures by worldbest(op): 12:19am On Aug 17, 2010
ProgrammingRe: Game Development: Join The Team by worldbest(op): 12:48am On Aug 13, 2010
@GA: wow, you are really trying. I dont have a copy of the unity sdk yet and that is bcus of my failed internet modem. But i will get it before sunday. I think you should 4get about modelling for now, just use sample models as placeholders. If you have to model, focus your energy on structures like houses then design the interiors with free models.

I cant wait 2 join u in exploring unity.
ProgrammingRe: Game Development: Join The Team by worldbest(op): 5:47pm On Aug 02, 2010
cool. i cant wait ti try it
ProgrammingRe: Game Development: Join The Team by worldbest(op): 3:39pm On Aug 02, 2010
ahh, like the unity engine already, the screenies and level editor are pretty cool. i will download it once i have no problem with my internet. i like it. Good find GA
ProgrammingRe: Game Development: Join The Team by worldbest(op): 1:37pm On Jul 31, 2010
@GA

Nice to know you are doing something already. I dont use zend or any framework/template system, i just prefer to right my own little framework/library to handle my project, its a really large project,one that invovles networking but not centered around connecting with friends. Currently, i am having a hard time with Ajax errors which are difficult to spot, i will continue to learn ogre or some other engine once i sort the errors out.

What 3D graphics software do you model with? I certain would like to know how to model.
ProgrammingRe: Game Development: Join The Team by worldbest(op): 9:40am On Jul 31, 2010
@Everyone

Hello, its been a while, i have been so busy with a web project that i had to go away complusorily. I have been learning ogre though, i must add that the engine has pretty steep learning curve.

After careful thought, i have come to realise that we cannot just get into the actual game development without learning an engine properly, we need to be able to do stuffs personally with an engine before we set out to make a real game.

I will sugggest we continue to learn, practice with any game engine out there, do individual demos before we begin talks on an actual game.

While learning, i will like to say that i agree with ayo on creating a game like mafia wars, we can embark on a browser based game like that which will be simpler. This kind of game is ideal for everyone, since we all know html,javascript,php or photoshop for graphics. We can also extend the browser game to social networks and as ayo as said, monetize it, we can even make nigerian themed games if we like.

While doing this, we can still continue to build our 3d knowledge.

Cheers
ProgrammingRe: Game Development: Join The Team by worldbest(op): 10:36pm On Jul 19, 2010
@e-resource
Great, you are welcome to the team. If you browse through the pages, you will see that we have chosen a storyline but have not really developed it. We have also chosen to use ogre3d graphics engine, at this point, we are trying to learn the SDK. We would like to get the software @ http://www.ogre3d.org After the download and successful installation, please proceed to the wiki for the tutorials. Thanks

@Don
No problem, i too believe you will be needed most in graphics. Nice!
ProgrammingRe: Game Development: Join The Team by worldbest(op): 1:53am On Jul 19, 2010
@Don
Nice and Welcome to the team. We are currently learning ogre3d engine. Since it is written in c++, it may not be suitable for you. Since you have great skills in graphics i believe you will be needed in this aspect the most. Although, it would be very easy for you to learn c++ syntax since you are familiar with JAVA. If you can do that, we will be happy to have another programmer. What do you think? You are welcome.
ProgrammingRe: Game Development: Join The Team by worldbest(op): 10:17pm On Jul 18, 2010
@GA

I am still doing some research on level editors, i do not have experience in programming it but it wouldn't be difficult to make one that allows for basic function like object positioning, texturing, lighting and exporting the data which can be in xml or plain text to the game. We can do this. I will be doing the last of the basic tutorial in a couple of minutes, i haven't had time to do that since i have other projects. Once i am done with the intermediate tutorial, i will start somthing on the level editor.

Yes! The thread is pretty quiet. Not withstanding, we will continue. Maybe when we have something on ground, we wont be having only views!

Cheers
ProgrammingRe: Game Development: Join The Team by worldbest(op): 10:33pm On Jul 16, 2010
@GA: I hope you get it now. Lately, this thread has been quite. i guess we are all learning how to use ogre. Hope to see more updates. What are you upto?
ProgrammingRe: Game Development: Join The Team by worldbest(op): 10:29pm On Jul 16, 2010
@GameAddict

I had to name my project Godsgrace in other to figure that one out, lol

All you need do is create a new ogre project, for example, Project1. In the Project1.cpp. Go to the project properties dialog, click on c++, in the additional include directories, make sure the Orge include folder is listed, if not, link to the it (\location\of\ogre\include) and also ensure that location\of\ogre\Samples\Common\include is listed. After doing this, just follow my code.


/*
-----------------------------------------------------------------------------
Filename: GodsGrace.cpp
-----------------------------------------------------------------------------


This source file is generated by the
___ _ __ __ _ _
/___\__ _ _ __ ___ /_\ _ __ _ __/ / /\ \ (_)______ _ _ __ __| |
// // _` | '__/ _ \ //_\\| '_ \| '_ \ \/ \/ / |_ / _` | '__/ _` |
/ \_// (_| | | | __/ / _ \ |_) | |_) \ /\ /| |/ / (_| | | | (_| |
\___/ \__, |_| \___| \_/ \_/ .__/| .__/ \/ \/ |_/___\__,_|_| \__,_|
|___/ |_| |_|
Ogre 1.7.x Application Wizard for VC9 (June 2010)
http://code.google.com/p/ogreappwizards/
-----------------------------------------------------------------------------
*/

#include <OIS.h>
#include "BaseApplication.h"
#include "ExampleApplication.h"

class TutorialFrameListener : public ExampleFrameListener, public OIS::MouseListener, public OIS::KeyListener
{
public:
TutorialFrameListener(RenderWindow* win, Camera* cam, SceneManager *sceneMgr)
: ExampleFrameListener(win, cam, true, true)
{
// Populate the camera and scene manager containers
mCamNode = cam->getParentSceneNode();
mSceneMgr = sceneMgr;

// set the rotation and move speed
mRotate = 0.13;
mMove = 250;

// continue rendering
mContinue = true;

mMouse->setEventCallback(this);
mKeyboard->setEventCallback(this);
mDirection = Vector3::ZERO;
}

bool frameStarted(const FrameEvent &evt)
{
if(mMouse)
mMouse->capture();
if(mKeyboard)
mKeyboard->capture();

mCamNode->translate(mDirection * evt.timeSinceLastFrame, Node::TS_LOCAL);
return mContinue;
}

// MouseListener
bool mouseMoved(const OIS::MouseEvent &e)
{
if (e.state.buttonDown(OIS::MB_Right))
{
mCamNode->yaw(Degree(-mRotate * e.state.X.rel), Node::TS_WORLD);
mCamNode->pitch(Degree(-mRotate * e.state.Y.rel), Node::TS_LOCAL);
}
return true;
}

bool mousePressed(const OIS::MouseEvent &e, OIS::MouseButtonID id)
{
Light *light = mSceneMgr->getLight("Light1"wink;
switch (id)
{
case OIS::MB_Left:
light->setVisible(! light->isVisible());
break;
default:
break;
}
return true;
}
bool mouseReleased(const OIS::MouseEvent &e, OIS::MouseButtonID id) { return true; }

// KeyListener
bool keyPressed(const OIS::KeyEvent &e)
{
switch (e.key)
{
case OIS::KC_ESCAPE:
mContinue = false;
break;
case OIS::KC_1:
mCamera->getParentSceneNode()->detachObject(mCamera);
mCamNode = mSceneMgr->getSceneNode("CamNode1"wink;
mCamNode->attachObject(mCamera);
break;

case OIS::KC_2:
mCamera->getParentSceneNode()->detachObject(mCamera);
mCamNode = mSceneMgr->getSceneNode("CamNode2"wink;
mCamNode->attachObject(mCamera);
break;
case OIS::KC_UP:
case OIS::KC_W:
mDirection.z = -mMove;
break;

case OIS::KC_DOWN:
case OIS::KC_S:
mDirection.z = mMove;
break;

case OIS::KC_LEFT:
case OIS::KC_A:
mDirection.x = -mMove;
break;

case OIS::KC_RIGHT:
case OIS::KC_D:
mDirection.x = mMove;
break;

case OIS::KC_PGDOWN:
case OIS::KC_E:
mDirection.y = -mMove;
break;

case OIS::KC_PGUP:
case OIS::KC_Q:
mDirection.y = mMove;
break;
default:
break;
}
return mContinue;
}
bool keyReleased(const OIS::KeyEvent &e)
{
switch (e.key)
{
case OIS::KC_UP:
case OIS::KC_W:
mDirection.z = 0;
break;

case OIS::KC_DOWN:
case OIS::KC_S:
mDirection.z = 0;
break;

case OIS::KC_LEFT:
case OIS::KC_A:
mDirection.x = 0;
break;

case OIS::KC_RIGHT:
case OIS::KC_D:
mDirection.x = 0;
break;

case OIS::KC_PGDOWN:
case OIS::KC_E:
mDirection.y = 0;
break;

case OIS::KC_PGUP:
case OIS::KC_Q:
mDirection.y = 0;
break;

default:
break;
}
return true;
}
protected:
Real mRotate; // The rotate constant
Real mMove; // The movement constant

SceneManager *mSceneMgr; // The current SceneManager
SceneNode *mCamNode; // The SceneNode the camera is currently attached to

bool mContinue; // Whether to continue rendering or not
Vector3 mDirection; // Value to move in the correct direction
};


class GodsGrace : public BaseApplication
{
public:
GodsGrace(void);
virtual ~GodsGrace(void);

TutorialFrameListener *mFrameListener;

protected:
virtual void createScene(void);
virtual void createCamera(void);
virtual void createFrameListener(void);
};


//-------------------------------------------------------------------------------------
GodsGrace::GodsGrace(void)
{
}
//-------------------------------------------------------------------------------------
GodsGrace::~GodsGrace(void)
{

}

void GodsGrace::createCamera(void)
{
// create camera, but leave at default position
mCamera = mSceneMgr->createCamera("PlayerCam"wink;
mCamera->setNearClipDistance(5);
}

//-------------------------------------------------------------------------------------
void GodsGrace::createScene(void)
{
mSceneMgr->setAmbientLight(ColourValue(0.25, 0.25, 0.25));

// add the ninja
Entity *ent = mSceneMgr->createEntity("Ninja", "ninja.mesh"wink;
SceneNode *node = mSceneMgr->getRootSceneNode()->createChildSceneNode("NinjaNode"wink;
node->attachObject(ent);

// create the light
Light *light = mSceneMgr->createLight("Light1"wink;
light->setType(Light::LT_POINT);
light->setPosition(Vector3(250, 150, 250));
light->setDiffuseColour(ColourValue::White);
light->setSpecularColour(ColourValue::White);

// Create the scene node
node = mSceneMgr->getRootSceneNode()->createChildSceneNode("CamNode1", Vector3(-400, 200, 400));

// Make it look towards the ninja
node->yaw(Degree(-45));

// Create the pitch node
node = node->createChildSceneNode("PitchNode1"wink;
node->attachObject(mCamera);

// create the second camera node/pitch node
node = mSceneMgr->getRootSceneNode()->createChildSceneNode("CamNode2", Vector3(0, 200, 400));
node = node->createChildSceneNode("PitchNode2"wink;
}

void GodsGrace::createFrameListener(void)
{
// Create the FrameListener
mFrameListener = new TutorialFrameListener(mWindow, mCamera, mSceneMgr);
mRoot->addFrameListener(mFrameListener);

// Show the frame stats overlay
mFrameListener->showDebugOverlay(true);
}

#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
#endif

#ifdef __cplusplus
extern "C" {
#endif

#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
#else
int main(int argc, char *argv[])
#endif
{
// Create application object
GodsGrace app;

try {
app.go();
} catch( Ogre::Exception& e ) {
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
std::cerr << "An exception has occured: " <<
e.getFullDescription().c_str() << std::endl;
#endif
}

return 0;
}

#ifdef __cplusplus
}
#endif
ProgrammingRe: Game Development: Join The Team by worldbest(op): 6:53pm On Jul 14, 2010
@Everyone

Its been a while. I am sure we are all busy with the engine. I have succeed in running tutorial 5. I will post my codes later for all to learn from. Am currently drawing up a design for the game. What worries me must is the fact that we still need to make a level editor to place objects in our levels easily, we cant do that by codes( we can but am sure you wont want to mess with x,y,z in a large world).

Lets continue to learn it but please remember to update us on your progress.

Cheers
ProgrammingRe: Game Development: Join The Team by worldbest(op): 1:14pm On Jul 13, 2010
@Big star
Same here, the phcn issue is really bad. But i have said that no programmer should blame PHCN for their inability to complete a project, the only thing PHCN affects is just time. As far as you've got the passion and drive like i see you have, we'll get their.

I say we continue to learn the necessary skills to tame the ogre.

Lets go there my fellow pace setters!
ProgrammingRe: Game Development: Join The Team by worldbest(op): 1:06pm On Jul 13, 2010
@Skoten

Sorry about your laptop, i hope you repossess the ability to use it again o. The tutorial 1 and 2 as gameaddict as explained introduces engine, viewpoint,camera,terrain(land), fog,skybox,mouse and keyboard input. They are really interest when you begin to test them and do some custom stuffs. It only gets tougher as you get to the tutorial 5.

@GA
Am still trying to undertand that tutorial 5. It wont be adviceable to just go past that, because what the topic teaches is really important if you want your actors/nodes to move properly with your keyboard and mouse. Today, i will ask for help in the forum if i cannot get my head around it.
ProgrammingRe: Game Development: Join The Team by worldbest(op): 10:13pm On Jul 12, 2010
@GA

Thats really nice. I like the game flow design, i think thats just the way it should be. About the art, we dont need to worry about that for now, we'll just use placeholders until we are ready to use the real models. Have you gone past the tutorial 5? Not so for me just yet

@Big Star

How did you install the Ogre SDK? Did you use the command prompt? Did you do the setx stuff in the cmd. This one http://www.ogre3d.org/tikiwiki/Installing+the+Ogre+SDK
ProgrammingRe: Game Development: Join The Team by worldbest(op): 2:47pm On Jul 12, 2010
@big star

Thats really nice. Thank God.

@GA
I'm also having problems there. I think the tutorial does not comform with the previous chapters. If i cannot figure it our, i will just post my code on thier help forum and await help. As for shaders, i havent even seen the examples just yet. Let me get back to the codes.

@skoten
whats up? Where are you? Hope you r ok,
ProgrammingRe: Game Development: Join The Team by worldbest(op): 11:28pm On Jul 11, 2010
@Big Star

Go to http://code.google.com/p/ogreappwizards/ to download the Ogre App Wizard

- At the right side you will find the Featured Downloads section, select the one that matches your visual c++ version eg. Visual Studio 2008 - http://code.google.com/p/ogreappwizards/downloads/detail?name=Ogre_VC9_Express_AppWizard_1.7.1.exe

- After download, install it.
-Open your visual studio
- Create a new project. In the template section select Ogre Application
- The Ogre Application wizard opens, click next.
- Check Standard application (not Empty project)
- Click finish
-Press F5 to run the project. If everything goes well, you should see an ogre head in scene

Let me know if you any problem.
ProgrammingRe: Game Development: Join The Team by worldbest(op): 6:16pm On Jul 11, 2010
@Big Star

Am sorry I was unable to pick your call, I was about doing so when the battery went flat. I am writing this from
A friends mobile phone. Hope you are not having problems?
ProgrammingRe: Game Development: Join The Team by worldbest(op): 6:12pm On Jul 11, 2010
@skoten

Nice! Take your time and try to add stuffs to your own codes.

@Everyone
We may need to create a custom level editor. That would require some skills in
Win32 application. A currently doing a research on this and asking questions on the forum. All we nee is a simple one that allows us
To quickly create worlds and place stuffs in them.

I like the way we are handling things. Keep it up guys.


Cheers!!
ProgrammingRe: Game Development: Join The Team by worldbest(op): 7:51am On Jul 11, 2010
@GA: Sweet!
ProgrammingRe: Game Development: Join The Team by worldbest(op): 7:43am On Jul 11, 2010
@Bigstar
Visit the ogre wiki. Go to http://ogre3d.org, on the sidebar, proceed to the wiki. Click the basic tutorial to see the list of prerequisite to make ogre work well. They are:

1. Ogre SDK. Hope you downloaded the one for your visual studio version.
2. Direct x redistribution. Ogre will not run without this on windows
3. Ogre Application wizard. You will create an Ogre project with this just like you create win32 or console application.It eliminates the headaches of linking.

Just tell me what you have downloaded so far. I will be waiting to help you get started.

off to church.

Cheers
ProgrammingRe: Game Development: Join The Team by worldbest(op): 10:11pm On Jul 10, 2010
@GA
Post your codes here so i can run it. I only had problems with the tutorial 3. I will b proceeding tho tutorial 4 tommorrow, still have a web project to work on at the moment.

@Skoten: Good to know you have downloaded the SDK. Ask your questions and i we will try to help. Cool

ProgrammingRe: Game Development: Join The Team by worldbest(op): 5:58pm On Jul 10, 2010
@Big Star.
Interesting idea you've got. But i dont it will be so nice to revisit the storyline chapter again. Have you downloaded ogre?
ProgrammingRe: Game Development: Join The Team by worldbest(op): 12:20pm On Jul 10, 2010
@GA

I also get those annoying link errors. But with the application wizard, the problem is solved . Just create a new project , ctrl shift n, then select the ogre application wizard, when asked the application type please select standard application, not empty project. Click finish and run the newly created project.

Using the app wizard makes it easier to understand the tutorials and get help support quickly from ogre's community.

I am currently playing with fogs and lights. Will post pics later. The engine is really cool

As i know, its only GA and i who are currently playing with the engine. Please, abeg,we should all get it so we can move at same pace. we should always post screenies of what we have done to encourage ourselves and others viewing.
ProgrammingRe: Game Development: Join The Team by worldbest(op): 10:12pm On Jul 09, 2010
@GA
I haven't tested it on release mode yet. Have you started with the tutorials in the wiki?
ProgrammingRe: Game Development: Join The Team by worldbest(op): 1:45pm On Jul 09, 2010
@Big Star
Good to know that your network is now ok. We will ensure that the game is Nigerian. When you are done with your storyline, we'l be happy to discuss it. You know we are using ORGE for the project. I would suggest you get it and begin to learn it.

@Everyone
Since we have 3 out of 5 active people supporting the Worldbest and Skotens story,then its clear that we are going with this story.

I will properly build/merge the stories and have it posted here later tonight to be a assessed. You can also do the same.

Please lets begin to have our OGRE SDK setup and working plus we should also follow the tutorials in the wiki.

cheers
ProgrammingRe: Game Development: Join The Team by worldbest(op): 1:34am On Jul 09, 2010
Dont understand while the FPS socks on my machine.
ProgrammingRe: Game Development: Join The Team by worldbest(op): 1:31am On Jul 09, 2010
I do not see any reason while we should be scared of attempting a real 3D game. I mean we do not have to rush things. We set a task for ourselves and we try to come up with solutions. We may not have the skills/capability but really, have you checked game programming forums to see what basic c++ coders do ,wonderful stuffs? 

Come on. Doing a platform game is as hard as a 3D game. The only difference is the level of complexity.  Even if the only thing you know how to do is collision detection, then you can do great things withe just that.

I say we stick to the plan. If you think otherwise, lets hear you, we cant continue to say "lets do this, no this one is ok, yes nice this is better". The thing about Niaja is that we sometimes to want to venture into "difficult" things.

As for lighting, trust me it aint difficult with OGRE, i have tried it,

ProgrammingRe: Game Development: Join The Team by worldbest(op): 11:23pm On Jul 08, 2010
@Maximip

Cool, i just played the demo. Its a really interesting game. If everyone agrees, then we shall look towards that kind of game. Thanks alot

@Everyone.

Do you think we should go the 2D way like the the Plant and Zombie type? Lets know what you think.

@GameAddict
Nice, you are so better than i, You can animate a model from sculptris only if you export it to other packages like 3ds max, maya etc

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