Search found 44 matches
- Mon Dec 06, 2010 10:18 pm
- Forum: General
- Topic: Skybox like GLtron - selectable choice of movie packs
- Replies: 65
- Views: 17024
Re: Skybox like GLtron - selectable choice of movie packs
andi75 I am about to email you, so check your inbox, I sent a mail about models and levels as I have a 3d modeller on standby waiting to get stuck in, so I need the data for him, I am paying the guy, so i have to get it right or it messes things up, by paying people and getting the right people I g...
- Sun Dec 05, 2010 2:03 pm
- Forum: General
- Topic: Skybox like GLtron - selectable choice of movie packs
- Replies: 65
- Views: 17024
Re: Skybox like GLtron - selectable choice of movie packs
I have emailed the author Andreas Umbach but get no answer, so either his email is down, or he has abandoned the project and does not answer emails to it. ...I'm just not that fast at answering e-mails. As for custom models: I just had a look at the default models in AA 2.8.3.1 and it looks like th...
- Mon Nov 08, 2010 6:08 pm
- Forum: General
- Topic: Skybox like GLtron - selectable choice of movie packs
- Replies: 65
- Views: 17024
Re: Skybox like GLtron - selectable choice of movie packs
Putting a skybox there between the clear and the first other rendering isn't a code problem, it's merely a content problem. I see. Handling resources is always a headache (grab this model from here, this texture from there, and for the love of god, where have my different model lod's gone?). but th...
- Mon Nov 08, 2010 5:05 pm
- Forum: General
- Topic: Skybox like GLtron - selectable choice of movie packs
- Replies: 65
- Views: 17024
Re: Skybox like GLtron - selectable choice of movie packs
What's the basic rendering loop in Armagetron? Btw. you can get away with unsorted lightcycle trails most of the time, since a) when looking from above, they rarely cover each other and b) when their alpha isn't too low, it's hardly noticable Ofc. hacking into it some sort of topological sorting sho...
- Sun May 09, 2010 6:57 pm
- Forum: Auditory
- Topic: sine.wav - various auditory
- Replies: 27
- Views: 15853
Re: sine.wav - various auditory
I think it's save to say that all assets from GLtron, with the exception of "Revenge of Cats", can be reused under the Creative Commons Attribution Share Alike license.
- Fri Sep 04, 2009 4:23 pm
- Forum: Development
- Topic: State of the iPhone port?
- Replies: 13
- Views: 3219
Re: State of the iPhone port?
Browsing phpBB and other forums on the iPhone is somewhat painful. I doubt it's in the scope of this project though to fix that...
- Tue Jun 16, 2009 3:44 pm
- Forum: Development
- Topic: Built-in Scripting
- Replies: 9
- Views: 2278
Re: Built-in Scripting
I see. Personally, I wouldn't let a scripting language get even near my C++ structures. If you want to go all out, your best bet with Lua is SWIG though. However, I'd provide an API that the Lua code can use and that's it. Expose the entire game world through that API, run the game logic completely ...
- Tue Jun 16, 2009 3:04 pm
- Forum: Development
- Topic: Built-in Scripting
- Replies: 9
- Views: 2278
Re: Built-in Scripting
Heh, I just read the 'tValue/Lua/Io (was: tValue or Lua?)' thread and it scared the hell out of me (also, I gave up after 4 pages). I guess my first impression that you "just needed scripting for a few config files and maybe a few 'variables that are allowed to do special things' if they are ch...
- Tue Jun 16, 2009 1:44 pm
- Forum: Development
- Topic: Built-in Scripting
- Replies: 9
- Views: 2278
Re: Built-in Scripting
If you're looking for built-in scripting, I can recommend Lua. Even Blizzard figured out that it's cool
Seriously: It's easy to integrate, lightweight, and very much human readable, i.e. nice for stuff like config files.
Seriously: It's easy to integrate, lightweight, and very much human readable, i.e. nice for stuff like config files.
- Tue Jun 16, 2009 10:33 am
- Forum: Development
- Topic: State of the iPhone port?
- Replies: 13
- Views: 3219
Re: State of the iPhone port?
It's strange that the performance falls over when you're networking. Isn't the rendering totally decoupled from the networking? Or is the iPhone doing something stupid like taking a quick pee on select()? Judging from your FBO reference I believe you think you're geometry limited. What kind of polyg...
- Mon Jun 15, 2009 4:03 pm
- Forum: Development
- Topic: State of the iPhone port?
- Replies: 13
- Views: 3219
State of the iPhone port?
What's the state of the iPhone port? I'm getting one next week (I hope) and if there's time I'll start working on a GLtron port to it. Now I'm trying to leech some knowledge out of you guys :-) The main questions are: - Stick to SDL/SDL_music (or SDL_sound in my case) or use the native libraries? - ...
Re: Glowing
No comment
Re: Glowing
All is well, except that I'm sorely neglecting GLtron.
I guess I should try to work less, put up the kids for adoption, sell the guitar, and most importantly, stop raiding Ulduar (damn you Blizzard!) in order to make some progress on the project again.
I guess I should try to work less, put up the kids for adoption, sell the guitar, and most importantly, stop raiding Ulduar (damn you Blizzard!) in order to make some progress on the project again.
Re: Glowing
The 'glow' in GLtron is just a bunch of polygons on top of the lightcycle (kinda like a roof). The trick to make it look decent is to use a variable value for alpha, diminishing it when the lightcycle is closer to the camera. Check drawGlow() in src/video/graphics_fx.c The code can be easily ripped ...
- Fri Jun 22, 2007 11:25 pm
- Forum: Really General
- Topic: [ pic post ] what does your desktop look like ?
- Replies: 632
- Views: 181257
The truth revealed
Ok ok...Here's the truth about the picture - The resolution is 6400x3600 - I don't know the FPS, but apparently it's smooth - It's not running Armagetron, but GLtron - It's not my rig, Pablo Veramendi sent me the picture - It's done using Chromium, which splits the OpenGL command stream and sends it...