Hi, i'm back!
i'll download the newest code and go on programming.
i'm not shure what to do next... did you already implement ship moving?
as i said i'll focus on the solar system look.
the next step i'll want to implement is the planet orbits and the and the circles in the sun system.
Search found 165 matches
- Mon Aug 23, 2010 8:13 am
- Forum: Programming
- Topic: Hi, i'm back!
- Replies: 0
- Views: 1307
- Sat Jul 24, 2010 12:04 pm
- Forum: Off-Topic
- Topic: vega strike
- Replies: 0
- Views: 3471
vega strike
hey ho, i'm looking around, and ask me how far r u with the project are.
maybe i'll join again, i googled a little bit, and there is another free space project, using ogre, called Vega Strike.
maybe we could use some code from there or vice versa ?
maybe i'll join again, i googled a little bit, and there is another free space project, using ogre, called Vega Strike.
maybe we could use some code from there or vice versa ?
- Sun Apr 04, 2010 5:39 pm
- Forum: Graphics
- Topic: Mech artwork for ground combat
- Replies: 5
- Views: 2575
Re: Mech artwork for ground combat
here is a first preview.
i'm still working on the textures.
i'm still working on the textures.
- Wed Mar 31, 2010 6:49 pm
- Forum: Graphics
- Topic: texture editor for models
- Replies: 1
- Views: 1789
texture editor for models
does someone have a good texture editor for 3d models?
- Wed Mar 31, 2010 6:40 pm
- Forum: Programming
- Topic: Version 0.320 - ship rendering, lighting and shaders
- Replies: 31
- Views: 6042
Re: Version 0.320 - ship rendering, lighting and shaders
i want to make lasers. there was an editor for for for it. pd? cn you give the url plz?
- Tue Mar 23, 2010 5:50 pm
- Forum: Programming
- Topic: Version 0.320 - ship rendering, lighting and shaders
- Replies: 31
- Views: 6042
Re: Version 0.320 - ship rendering, lighting and shaders
a starfield: class Random{ public: Random() {} double randomUniform(double min, double max) { double r; r=(double)rand()/RAND_MAX; r=min+r*(max-min); return r; } double randomNormal(double mean, double std) { double x1, x2, w, y1; do { x1 = 2.0 * randomUniform(0,1) - 1.0; x2 = 2.0 * randomUniform(0,...
- Tue Mar 23, 2010 4:45 pm
- Forum: Programming
- Topic: Version 0.320 - ship rendering, lighting and shaders
- Replies: 31
- Views: 6042
Re: Version 0.320 - ship rendering, lighting and shaders
here is a possible setup for the 2 point lightning: http://www4.pic-upload.de/23.03.10/aszylgy5j87.png http://www4.pic-upload.de/23.03.10/wykgcz8re6dm.png ship.vert // -*- C++ -*- varying vec3 v_V; varying vec3 v_N; uniform vec3 camera_pos; varying vec3 half_angle; varying vec3 light_dir; varying fl...
- Sun Mar 21, 2010 8:50 pm
- Forum: Programming
- Topic: Microsoft chooses to leave c++ Compilers broken
- Replies: 0
- Views: 1426
Microsoft chooses to leave c++ Compilers broken
On Mar 20, 12:17 am, "Balog Pal" <p...@lib.hu> wrote: "Edward Diener" <eldie...@tropicsoft.invalid>> Oh, please ! Microsoft has closed with "won't fix" or "can't fix for the current release but will re-consider in the future" every valid C++ and C++/CLI bug I...
- Sat Mar 20, 2010 11:09 pm
- Forum: Programming
- Topic: Version 0.322 - selection highlighting, grid, ship movement
- Replies: 50
- Views: 5259
Re: Version 0.322 - selection highlighting, grid, ship movement
You modified a few ShipPlaced functions to take a different set of parameters for unclear reasons... The originally-passed CombatShipPtr contains a pointer to the ship you replaced it with... so why the change? There is already a mechanism to add ship nodes to the combat wnd set up, but you seem to...
- Sat Mar 20, 2010 10:30 pm
- Forum: Programming
- Topic: FleetWnd question: fuel and speed to not include scrapped
- Replies: 6
- Views: 1118
Re: FleetWnd question: fuel and speed to not include scrapped
PLZ use quotations and Code quotations.
You can Upload Images to www.file-upload.net and Set the imagelink into the Forum.
Your Code is very crypthic, maybe you ve Done a logical Error.
Use variable names like it is Done in fo.
Maybe make à Diff of the changes and post it into the Forum.
You can Upload Images to www.file-upload.net and Set the imagelink into the Forum.
Your Code is very crypthic, maybe you ve Done a logical Error.
Use variable names like it is Done in fo.
Maybe make à Diff of the changes and post it into the Forum.
- Sat Mar 20, 2010 6:02 pm
- Forum: Programming
- Topic: Keybord Bindings
- Replies: 58
- Views: 5086
Re: Keybord Bindings
oh, sorry, here are the new files: // -*- C++ -*- #ifndef _HotKeyManager_h_ #define _HotKeyManager_h_ #include "../util/OptionsDB.h" #include "CUIWnd.h" #include "CUIControls.h" #include <map> typedef boost::signal< bool() > SignalType; typedef boost::shared_ptr<SignalT...
- Fri Mar 19, 2010 11:31 pm
- Forum: Programming
- Topic: Problems running on SuSE Linux with OpenGL 1.4
- Replies: 10
- Views: 1797
Re: Problems running on SuSE Linux with OpenGL 1.4
With Updated graphics drivers - the Standard Open Suse Hardware acceleration i got it Running on opengl1.4 in an acceptable Speed and the Fleet Move Lines were visible, too.
- Fri Mar 19, 2010 10:34 pm
- Forum: Programming
- Topic: Problems running on SuSE Linux with OpenGL 1.4
- Replies: 10
- Views: 1797
Re: Problems running on SuSE Linux with OpenGL 1.4
IT DID RUN :mrgreen: http://www2.pic-upload.de/19.03.10/39hzjvo22qx.png http://www2.pic-upload.de/19.03.10/6zr97oxaklr.png although it was hardly playable cause i had a very poor computer configuration - with software rasterrizer etc. i could play it - even the combat. those last errors i reported ...
- Fri Mar 19, 2010 9:51 pm
- Forum: Dev Blogs
- Topic: Re: All I ever wanted to know about combat but was afraid to ask
- Replies: 1
- Views: 8834
Re: All I ever wanted to know about combat but was afraid to ask
Have you tried to Run fo in à window and then Print screen?
- Fri Mar 19, 2010 9:22 pm
- Forum: Programming
- Topic: Version 0.322 - selection highlighting, grid, ship movement
- Replies: 50
- Views: 5259
Re: Version 0.322 - selection highlighting, grid, ship movement
a grid: http://www2.pic-upload.de/19.03.10/2tc3o6bno18.png here are the files. some other files had to modified, too cause of display problems. here is the code: it must be placed here: CombatWnd::CombatWnd(Ogre::SceneManager* scene_manager, Ogre::Camera* camera, .... m_camera_animation->setInterpol...