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Messages - Qube

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I started coding at 10 and at 12 years old I was doing very simple games but nothing fully complete. If I were 12 now I seriously doubt I would be able to package up a game, do all the XCode Certs and get it on the Mac Store. I assume his Mum/Dad obviously paid the Mac Store Dev license fee and I'd be interested to know exactly how much the kid actually did himself.

If a 12 year old has done all this (or most of it), then absolutely fantastic and hats off to him/her, seriously :good:

um, ignore the above post, it's a load of messed up junk, lol :noggin:

The only way to get rid of gimbal lock is to re-write all the rotation routines to use quaternions. I've no idea what they are and how they work (yet)  :D but they will solve the problem with GLBasics eular angles and good old gimbal lock.

Right, where did I leave my reading glasses, six pack of beer and thinking cap? :S

Finally got the vids sorted  :good: -

At the moment if you rotate a 3D object like so :

Code: (glbasic) [Select]

x_movement x,y,z
x_rotation rotx, 1, 0, 0
x_rotation roty, 0, 1, 0
x_rotation rotz, 0, 0, 1
x_drawobj cube, 0

We suffer from gimbal lock (is that the correct term)? - For example you can't set the object to point upwards and rotate on the Y axis and keep rotating on the X axis perfectly while manipuating y or z rotations, BUT if we do something like :

Code: (glbasic) [Select]

x_movement x, y, z
x_rotation rotx, 1, 0, 0
   x_rotation roty, 0, 1, 0
   x_rotation rotz, 0, 0, 0
   x_drawobj cube, 0

We can achieve the desired rotation of our object. We can then use x_getmatrix after the x_drawobj to get the coordinates of said object.

My question is this : How do I get the real angles rotx, roty, rotz from example 2 so I can draw other objects using the method in example 1?  I can't base the other objects inside the original push / pop matrix as they also get changed when the original object changes rotation, I need to be able to grab the x, y, z & the rotation angles for reuse.

I'm not sure if there are other bits from the output of x_getmatrix that I can use? I've looked but the don't seem to make much sense on how to use them apart from mat[12] / 13 & 14 which are the objects x,y,z.

Bit of a messy question but I think it makes sense? :)

Announcements / Re: Update
« on: 2011-Nov-02 »
totally strange. As if the coordinated were off by 1 pixel or so?

It is a strange one. Luckily no major show stopper or anything you'd really notice if you weren't familiar down to the pixel level, lol.

My first thought when coming across it was reading in the changelog that some changes were made to the z-buffer / RGBA? - It says for Android but?

Obviously I can't ever code in GLB again until this show stopping issue has been fixed and I shall have to post daily complaints and all that  :nana:

GLBasic - en / Re: Jaggies with POLYVECTORs ?
« on: 2011-Nov-02 »
Could you be experiencing the same issue as I am?

If possible can you roll back you GLBasic Version to at least 10.118 and see if it's still the same?

No example code yet as I'm not posting the source for Galaxix, lol. Have a nosy at the image below taken with GLB 10.118 and the latest 10.159 (10.156 also did the same).

You have to look carefully and this is probably why it would be easily missed if it wasn't for the fact I've seen seen nothing but these images, every day for months now :S - One last buggette of 10.159 is that saveBMP appears to freak out my Windows 7 and 90% of the time crashes  :noggin:

Look closely now  =D

Hi, Nathan,

Version 1.02 which I hope to submit to Apple this evening gives the ship 360 degrees freedom of flight (not as easy as I thought it would be to allow) so you can do loop the loops while in combat. Also the issue with freezing sometimes when the explosion passes through the camera is also fixed.

The v1.02 log is :

Code: (glbasic) [Select]
// VERSION 1.02 - 2011/11/01 - Better Memory Management For iPad 1 Users And Low Memory Environments
// - Improved Textures
// - Improved Laser Accuracy
// - Control Sensitivity Options (see in-game "comm" menu)
// - Control Inverse Option (see in-game "comm" menu)
// - Ships ability to do loop-the-loop while flying and in combat
// - Improved ship to ship combat A.I
// - Minor bug fixes during explosions close to camera

That's it  :good:

Announcements / Re: Update
« on: 2011-Nov-01 »
Are you using SMOOTHSHADING ?

Yes :)

I'll have to whip up a simple example and post on here with screenshots of older version vs latest version of GLB. It's hard to explain and may not be easy to spot unless you've been staring at the same images for months on end which is the only reason I spotted it.

Announcements / Re: Update
« on: 2011-Nov-01 »
Qube, on what platform did you observe this?  On Windows I do exactly that with one of my apps.  I noticed nothing of what you describe.

Windows & iOS.

To replicate the issue (will post example when I have time) :

1.. Draw a dark yellow (or blue, red etc) circle in your favourite image editor (must be antialiased and 50% opacity)
2.. In GLB have a simple 3D skybox (darker the better)
3.. switch to 2D and using POLYVECTOR draw that circle on the screen at different random location. You'll notice that it's not perfect as pre 10.118 versions were.

LOL, having read that back it seems a little overkill to show something broken so I'll whip up an example with screen shots later :)   

Announcements / Re: Update - Oh No!
« on: 2011-Nov-01 »
Gernot, since updates after 10.118 alpha is a tad broken using polyvector (2D on top of 3D) :S - It leaves funky coloured edges. If needed I can post example images of this issue but it may be a couple of days. Just wanted to bring that to your attention :)

GLBasic - en / Re: Loadbmp fps drop
« on: 2011-Oct-31 »
add a clearscreen -1 after the loadsprite, then it's the same.
Really? - I only ask as when doing 2D games I found that method really dragged down the FPS but just using the command "LOADBMP" brought FPS up to 60 again. Huh! must of been doing something silly if that's the case.

I used XCode 4.2 with iOS SDK 5 on Lion 10.7.2 and it does work no problems providing it's all set to an iPhone / iPad that's plugged in + all the zany certificates that Apple insist upon are installed.

When I first moved over to XCode 4.2 I deleted all the developer certs from KeyChain and created them all from fresh again as I was getting silly errors from XCode. It was the only way to shut it up for 5 minutes.

Yay, glad the update worked for you :)

If you want more action, play on "hard" and jump to the red pirate locations where the enemies appear more frequently (both in terms of location and difficulty setting). Or for instant fighting, buy a laser and shoot at any space station  :good:

I'm also just putting the finishing touches to version 1.02 which has a lower memory footprint which should fully eradicate any low memory situations on the iPad 1 and I've also improved most of the textures so it now looks a little better.

Thanks for the links, Slydog  :good:

Galaxix version 1.01 which DOES work on the iPad 1 (may need to reboot to maximise free memory) has speedily been approved by Apple and is now just waiting for it to appear in their database, so anywhere between now and an hour or two  =D

Big relief they approved the update so quick, phew!!!

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