So far I couldn't find anything on google so I'm asking here:
I need to connect two iphones or more to each other for a multiplayer game, what features does iphone api provide? is there some kind of bluetooth device or equivalent in iphone or should i just search over the wireless network connection? and what api should I use to connect them? is it possible to use c++ or are the api functions only available via obj-c iphone sdk?
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... positions Normals UVs Texturing information Animation information Collision mesh Maybe some other things... I am aware, that I could and (maybe should) create my own file format that brings these data from 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
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.
c++, I know that there might be some wrappers available, but I don't like to use wrappers, because... Irrlicht. A lot of features, but support seems to be low and it is aimed at enthusiasts. C.... I just do this for fun, and it would be even better if there were proper animation/particle editors available and if the engine I were to use, would be available for multiple platforms. (so more... through APIs. After all, I want to make a game, not an engine. So the question becomes: Is there maybe a cross platform (free or free to develop?) engine available that I could use for 2D development
I have the book iPhone 3D Programming; this book taught be a lot about overall c++ iPhone application architecture and iPhone OpenGL ES. But a lot of the book is obviously about 3D, so most of the book wasn't that useful to me. I also have Game Coding Complete 3rd Edition; this book taught me a lot about game engine architecture but the emphasis is on c++ windows desktop game programming. I am looking for c++ 2D game engine architecture books. I'm not looking to use any frameworks; I want something more geared towards 2d c++ game engine architecture. Any suggestions? Thanks.
Lately I have been working on a game that i plan to make online. I have used different libraries to make this game as far as i could, but I feel that I should rethink on how Im sertting this game up, so I planned to start over. The libraries that I have used are SFML, OpenGL, and Bullet Physics, along with GLM to load the models. But the problem is that the 3D graphics arent working with the Physics correctly... So my main question is: What would be a good combination of libraries to make an online game with? Im sure that many people have good combinations of libraries for making a game
I've been using SDL 1.2.14 for awhile without using many of the features from newer OpenGL versions. I'm now interested working only with the 3.3 API (not using the deprecated functions, etc... that's the latest my graphics card supports), but I'm having trouble getting set up. Here's some information about my development environment: Windows 7 64 bit Eclipse Helios CDT Mingw Toolchain C... that GLEW/GLEE or some do-it-yourself extension function pointers will be required. So basically: is it possible? If so, what is the best/easiest way to make it happen? Thanks!
language, in my case Lua. On the other hand I want to use a component based design for my entities, and here starts my questions: 1) Should I define my componentes in C++? If I do this in C++ won't I...) Where should I place the messaging system for my game engine? Lua? C++? I'm tempted to just have C++ object to behave as servers, offering services to lua business logic. Things like physics system... them in lua. Now I have clear I'm going to write them in C++ and expose everything needed. Ussually only interfaces are exposed to lua, so I have come across that to export properties to be published
and if I can leverage Shiro's session features then that's a bonus. My real question is about the handshake between the client and server. If I use WS-Security isn't all that taken care of for me? Does that alone make the overhead worth it? If not, what should I do here? I want to make sure all of the requests from the client are authenticated but I also don't want to have to jump through hoops to make... leverage it. My client is going to be written in C++ and I can use whatever language makes it easiest (I'm leaning towards Java) to make it happen on the server side. I plan on adding support for users
The problem is that I'm trying to use my meshes with Bullet Physics for the collision part of my game. When I attempted doing this method with my GLM(model loading library by nate robins) model, I get a segmentation fault in the debug, so I figured that it doesnt like the coordinate variables of the model. If i use blender to export my model as a collision file, what type of file should I use? I have heard of a .bullet exporter, but i dont know hot to integrate this python script into my Blender 2.5 program.