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:
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.
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...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 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
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++. ...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... intelligence, aggressivity, etc..) ..another assets.. Can I kindly ask for a hint, how to construct my custom file format. How to organize data within my files, please? Does anoybody have a good adivce
I'm currently selecting a C++ math library to use for a project. There are several questions here and on SO concerning the 'best' library available and many answers with different suggestions, but I would like to run some tests on each of them before I make a decision. I would like to select a library that will cater for my current needs but also for any needs in any projects I may work..., inversion, transposition, translation, rotation, scale Vector operations - cross/dot product, normalisation, zeroing, magnitude, length2, scalar operands, normal calculation Euler angle + Quarternion
or resources out there that i can use to avoid spending much of my time coding these now standard input devices/tecniques? ...Sorry for the ackward title, but i don't know what to call it exactly. I'm looking for code or libraries that allow easy creation of commonly used user input devices, and code/libs that make gaming 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
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... or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics
I'm writing a game engine which is going very fine. However, I'm now posed with handling textures. My Engine is in 2D, for simplicity reasons mostly to get a good idea of how to work with OpenGL. I do this in C++, and I have a hierarchical set-up when it comes to classes. There's a base class and some other classes derive from that. So now I'm onto the part where I want to load up some textures..., but simply put: SceneManager loads the file resources/maps/dungeon3Interor.msf (msf being a custom map format (MSF stands for M age S cene F ile ). The MSF file refers to a tilset. SceneManager loads
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..., GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very... Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like
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... want to have fun, and c# is fun ;) SDL. Quite frankly, I'd still need to port to all those different SDL implementations. And I don't like OpenGL style programming, it's just plain ugly. And it needs 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
Hey so i just learned about the i/o part of the STL, more specifically fstream. Although I can now save binary info and classes i've made to the hard drive, i am not sure how to define how the info... (indicating structure begin, structures end, etc.) and strings in a custom-defined format. What i want to know specifcally is how to do this with the STL and C++... Since the format is meant... to hold multiple classes and data in a single file have identifiable starts and ends to sections: such as the space in text files Maybe have it's own icon to represent it?? How do i do this in c++ ?