I'm going to write browser online game, not MMO, but something like a lot of Flash game. But with OpenGL rendering, because Flash is using CPU for rendering.
What are advantages of pure Java or c++ with Java that only create window.
My requirements are:
Just use Java, don't bother with anything else. If it becomes necessary to start augmenting the program with C++ bolt-ons, you can do so later once you've proven it to be to true.
Until then, you'll be able to build a perfectly excellent game in Java that meets all your requirements and has the advantage of being significantly easier to build and deploy since you won't have to deal with the hassle that is C++'s lack of binary portability.
If you're into it, it looks like it's also possible to use a developer preview version of Flash to get the hardware accelerated features bummzack mentions.
I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering... GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch
Since building a game is not about 2D anymore, I just want to build a list of the (not necessarily best, but good enough) open source software available to make games. I prefer to put emphasis on libraries that insist on specializing on one part of what makes a game (like Ogre does for graphics, and OpenSteer does for steering), rather than engines/libraries that try to feature a lot of different features. 3D Graphics: OGRE3D http://www.ogre3d.org/ Irrlicht http://irrlicht.sourceforge.net/ Sound: IrrKlang http://www.ambiera.com/irrklang/ Found this: http://wiki.gamedev.net
Say I develop a game for mobile platform running OpenGL ES 2.0. I have done 2D part, and now I wish to import some 3D objects. The imported 3D objects must contain the following: Vertices... the above mentioned features plus things I haven't considered yet Programming language is: C++. Currently, I'm developing under Windows 7, Visual Studio 2010, and OpenGL ES 2.0 emulator. Later... 3D authoring application (3ds Max, Maya, Softimage) into the game. However, doing so from scratch is going to be really be a lot of work. Therefore, is there any available solution/middleware
input to press buttons or drag objects in games has "Focuses" (like a textbox being able to gain focus and be typed in) Is compatable with SFML/Box2D and code for common game mechanics/controls that.... Allows easy setup of controls for a game Makes events like clicking and holding on an object easy to setup, as so objects can be dragged around afterward Are there any simple libraries... controls easy to set up (i'm using SFML and Box2D at the moment) I don't want to re-invent things like buttons, arrows being placed wherever the mouse is located, and more game specific items
Are you aware of a complete (or almost complete) cross platform math library for use in OpenGL ES 2.0 games? The library should contain: Matrix2x2, Matrix 3x3, Matrix4x4 classes Quaternions Vector2, Vector3, Vector4 Classes Euler Angle Class Operations amongh the above mentioned classes, conversions, etc.. Standardly used math operations in 3D graphics (Dot Product, Cross Product, SLERP, etc...) Is there such Math API available either standalone or as a part of any package? Programming Language: Visual C++ but planned to be ported to OS X and Android OS.
this is a post detailing my search for the most enjoyable way for a hobbyist game programmer to sweeten his free time with making a game. My requirements: I looked at Flash first, I made a couple..., but there are no good engines available for it, and it will only run on Windows, which is a huge turn off. Even bigger is, that you need to install the XNA redistributable each time you want to give the game... etc. are far worse in Flash, than they are in XNA/WPF.) Now, I'm aware that I could make my own engine that supports each of those platforms, but quite frankly, that would be too much work plowing
After careful consideration to use middleware, I have decided on creating my own 3d file format format to export meshes from 3D authoring application (Softimage) into my game. I will need to export the following: Vertices Indices Normals UVs Material Information Animation information (no clue, how to import it) Collision mesh Game Properties defined within 3D authoring tool (object... of wasting it on incorrect approaches. I use Softimage as my 3D authoring tool. Target platform is OpenGL ES 2.0 running on mobile devices (iOS, Android). Programming language: C++.
hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts
for making a game. What are the basic game logics i need to start with? - Should i write Tic-Tac-Toe game? - Actually this seem very basic to me. I'm totally confused on where to start with.I like to create big games but after starting i feel the game is too heavy to handle. Can any one list out the basic needs of a Game Play programmer? I don't mind using any platform (Flash,c++,objective-c) but i need to know what are the game logic's i need to know before i start a big game.