You can subscribe to this list here.
2001 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
(4) |
Oct
(27) |
Nov
(3) |
Dec
(5) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2002 |
Jan
(71) |
Feb
(27) |
Mar
(17) |
Apr
(18) |
May
(2) |
Jun
(11) |
Jul
(2) |
Aug
|
Sep
|
Oct
(11) |
Nov
(12) |
Dec
|
2003 |
Jan
|
Feb
(5) |
Mar
(5) |
Apr
(2) |
May
(3) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(8) |
Dec
|
2004 |
Jan
(2) |
Feb
(1) |
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(1) |
Dec
|
From: Chad A. <ae...@ae...> - 2001-12-07 06:48:14
|
For those of you who couldn't make it to the meeting tonight or didn't get a handout, I uploaded the 'outline' for the presentation. It has lots of nifty links and a little bit of information. :) http://isugamedev.sourceforge.net/scripting.txt -- Chad Austin http://aegisknight.org/ |
From: Kevin M. <ke...@vr...> - 2001-12-04 04:39:49
|
cool demoscene stuff... http://www.theproduct.de only 64k, and it looks very quake1-ish... |
From: Ben S. <bs...@vr...> - 2001-11-30 03:37:31
|
ok, here's how to get the current time (in ms) from the system clock: any win32 box: //----------------------------------------------- #include <sys/types.h> #include <sys/timeb.h> struct _timeb tv; _ftime( &tv ); double curTime = static_cast<double>( tv.time ) + ( static_cast<double>( tv.millitm ) / 1000.0 ); cout << "Current time is: "<<curTime<<endl; any unix flavor: //----------------------------------------------- #include <sys/time.h> struct timeval tv; gettimeofday( &tv, 0 ); double curTime = static_cast<double>( tv.tv_sec ) + ( static_cast<double>( tv.tv_usec ) / 1000000.0 ); cout << "Current time is: "<<curTime<<endl; //---------------------------------------------- i hope that gives you a good starting place. i basically ripped that code off of kevin meinert's StopWatch class which you can find at: http://cvs.sf.net/cgi-bin/viewcvs.cgi/isugamedev/tank/StopWatch.h?rev=1.7&content-type=text/vnd.viewcvs-markup lemme know if you have any questions. ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... |
From: Kevin M. <ke...@vr...> - 2001-11-08 16:14:55
|
this might be a little early for dev tools, but my friend allen found this character animation library... ---------- Forwarded message ---------- Date: Thu, 08 Nov 2001 10:13:24 -0600 From: Allen Bierbaum <al...@vr...> To: ke...@vr... Subject: b/e/o/s/i/l - cal3d - News Kevin, If you guys have to do any char animation in the game, you may want to check out this library. It is open source and looks pretty general. On the other hand, if you find a better library than this one I would really like to know about that too. :) http://cal3d.sourceforge.net/ Later, Allen -- Allen Bierbaum al...@vr... -- PhD Candidate txtmsg - 515...@us... -- VR Juggler Team http://www.vrjuggler.org -- Virtual Reality Applications Lab http://www.vrac.iastate.edu |
From: Chad A. <ae...@ae...> - 2001-11-01 01:07:06
|
Okay, folks. I need two things from each of the five game development groups: 1) a short name that we'll use for the mailing lists (and probably CVS directories). i.e. 'fantasy' for Fantasy War Game. 2) the leader (project head, manager, whatever) of each group. Please send us this informaiton before the meeting tomorrow! -- Chad Austin http://aegisknight.org/ |
From: Kevin M. <ke...@vr...> - 2001-10-14 00:32:02
|
This guy has a lot to say about his game engine design and coding practices. some things to learn here for sure. (although I'd use stl, don't know what he's smoking ;) http://www.codercorner.com/Flexine.htm he currently has image of the day at flipcode.com @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Kevin M. <ke...@vr...> - 2001-10-14 00:03:47
|
If you don't read slashdot (you should), I found an interesting article there about the future of gaming. check it out.. http://slashdot.org/article.pl?sid=01/10/13/1820210&mode=thread the real article is here: http://www.igda.org/Endeavors/Articles/hsmith_intro.htm @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Kevin M. <ke...@vr...> - 2001-10-13 03:51:31
|
i think you need to use the dmedia library on sgi. although I think there is a /dev/dsp as well... look at iris.c in the openal project (src/arch/irix/irix.c) it shows how to use this library... kevin @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Fri, 12 Oct 2001, Chad Austin wrote: > Does IRIX have a /dev/dsp that behaves like Linux's /dev/dsp? Somebody wants to contribute a .wav > file writer for Audiere, and that'll require a software mixer... If Audiere gets a software mixer, > adding OSS or ALSA or /dev/dsp support on UNIX would be trivial. > > -- > Chad Austin > http://aegisknight.org/ > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Chad A. <ae...@ae...> - 2001-10-13 02:23:46
|
Does IRIX have a /dev/dsp that behaves like Linux's /dev/dsp? Somebody wants to contribute a .wav file writer for Audiere, and that'll require a software mixer... If Audiere gets a software mixer, adding OSS or ALSA or /dev/dsp support on UNIX would be trivial. -- Chad Austin http://aegisknight.org/ |
From: Chad A. <ae...@ae...> - 2001-10-12 20:15:14
|
http://slashdot.org/comments.pl?sid=22519&cid=2420662 I've never thought of using code generation for something so mundane... and some awesome. -- Chad Austin http://aegisknight.org/ |
From: Lou H. <lh...@ia...> - 2001-10-12 16:25:07
|
Guys, I'm just brimming with ideas here; maybe I'm jumping the gun a bit here, but I was thinking about calling ourselves "Cyclone Software". Here's the cool part: for our intro video or animation or whatever, there's a freight truck driving towards a bridge from the west (assume we're looking at a bridge that runs east-west from the south), and then from the distance, a cyclone approaches from the north. As the truck is crossing the bridge, the cyclone obliterates it, and out of the debris fly the letters C-Y-C-L-O-N-E, maybe all at once, or maybe one-at-a-time. And then, after that's all done, we have this nice looking --- \ / --- | --- | | |-- | | | | | | |\| |- --- | --- |-- --- | | |-- Software or something like that (that's abaout as good as I want to make it look with ASCII graphics) on the screen. Any other suggestions? -Lou |
From: Kevin M. <ke...@vr...> - 2001-10-12 06:46:25
|
I'm bad with names, so you'll have to remind me about supremecy (is it the one like capture the flag when you have to get technology and do corporate espionage?) as far as multi projects, I'd recommend it. some reasons: - game companies do it this way. They keep several small teams (2 programmers 3 artists) doing prototype games, if some of them don't work out by the time they need to go into full production, then hopefully at least a few will be good. (backup plan).. they move the people from the failed prototype over to the new full project. basically "don't put your eggs in one basket" is a the management strategy. - we as a club want awsome stuff to show, and thus could adopt this attitude so that we are sure to have a game or two to show companies. This will raise awareness in the club as well as create more game industry job opportunities for us (members)... - we as a club should be learning how it's done in industry, and doing it in practice is a good way to learn. - several teams allows people with different preferences to work on what they like. just some thoughts... @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Fri, 12 Oct 2001, Lou Herard wrote: > Hi guys! Of all the game ideas presented so far, I would have to say that > I liked "Supremacy" the best (for those of you who missed the meeting, the idea > is awesome (just throwing in my own personal plug). I was wondering how you > guys would feel about working on more than one project, if we can't decide on > one game. Since sf.net is open source, I was thinking that we could do > something like that. Like I said, I personally like the Supremacy idea, but I > also liked some of the other ideas, and I'm pretty sure that next week, > something else will come up that I like, too. What are your thoughts? > > -Lou > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Ben S. <bs...@vr...> - 2001-10-12 06:22:56
|
doing more than one game is a good idea ... in fact i believe that's the way we discussed doing at the beginning of the meeting tonight. that way we don't put all our eggs in one basket so to speak. besides, i think we have enough people willing to put in effort that we could split our effort into multiple development efforts. ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Fri, 12 Oct 2001, Lou Herard wrote: > Hi guys! Of all the game ideas presented so far, I would have to say that > I liked "Supremacy" the best (for those of you who missed the meeting, the idea > is awesome (just throwing in my own personal plug). I was wondering how you > guys would feel about working on more than one project, if we can't decide on > one game. Since sf.net is open source, I was thinking that we could do > something like that. Like I said, I personally like the Supremacy idea, but I > also liked some of the other ideas, and I'm pretty sure that next week, > something else will come up that I like, too. What are your thoughts? > > -Lou > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Lou H. <lh...@ia...> - 2001-10-12 06:15:01
|
Hi guys! Of all the game ideas presented so far, I would have to say that I liked "Supremacy" the best (for those of you who missed the meeting, the idea is awesome (just throwing in my own personal plug). I was wondering how you guys would feel about working on more than one project, if we can't decide on one game. Since sf.net is open source, I was thinking that we could do something like that. Like I said, I personally like the Supremacy idea, but I also liked some of the other ideas, and I'm pretty sure that next week, something else will come up that I like, too. What are your thoughts? -Lou |
From: Chad A. <ae...@ae...> - 2001-10-11 19:29:52
|
It took me a day to learn about and write Python bindings for Audiere, but I already had some experience with scripting languages... SpiderMonkey took a while longer, but that's because I didn't really know what I was doing. Fortunately, there is a a helpful newsgroup at news://news.mozilla.org/netscape.public.mozilla.jseng. ^_^ If you've ever done any sort of COM work, learning XPCOM is cake. Reading those IBM articles walks you through the process of making your first component, writing IDL, and whatnot. The Mozilla sample component is at: http://lxr.mozilla.org/seamonkey/source/xpcom/sample/ > any time estimates for how long it would take me to get productive with > these? -- Chad Austin http://aegisknight.org/ |
From: Kevin M. <ke...@vr...> - 2001-10-11 19:00:06
|
any time estimates for how long it would take me to get productive with these? thanks, @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Thu, 11 Oct 2001, Chad Austin wrote: > Interfacing Python with C: http://python.org/doc/current/ext/ext.html > Interfacing JavaScript with C: http://mozilla.org/js/spidermonkey/ > > It's really easy to use SpiderMonkey's API. Python's a little weirder, but not entirely bad. > > (Look in my audio library at http://sf.net/projects/audiere. I have bindings for XPCOM, Python, and > Java. I'd also suggest looking at the way Sphere interfaces with SpiderMonkey, but it's ASS NASTY > and you'd never want to do it like that. EVER.) > > It's really not hard to set up bindings for a specific language. However, I strongly recommend > going with XPCOM. Via IDL and type libraries, it automates the cross-language communication > process. > > XPCOM links: > http://mozilla.org/projects/xpcom/ > http://www-106.ibm.com/developerworks/components/library/co-xpcom.html > http://www-106.ibm.com/developerworks/components/library/co-xpcom2.html > http://www-106.ibm.com/developerworks/components/library/co-xpcom3.html > http://www-106.ibm.com/developerworks/components/library/co-xpcom4/index.html > http://www-106.ibm.com/developerworks/components/library/co-xpcom5.html > > > I think chad knows this one, but if anyone else has ideas, i'd be > > interested. > > > > want to do a scripting interface to the tank game engine (in cvs)... > > > > how easy is it to do a perl or python binding? I'd like cross platform > > (linux win32 irix mac). I envision that most objects would be prefab in > > the game engine code (like particle systems that i can just setup in high > > level fashion, or objects that i can drop in and they just collide.)... > > so not much low level logic in the scripting, hopefully just game logic > > (like click button triggers open of door, where the button and door are > > both defined in c++ code and have a simple trigger mechanism that can be > > hooked up in python...) > > > > anyway, pretty random thoughts. mainly wondering how fast I could have > > this implemented (assuming i had the game engine written... :) > > > > and, what are the steps I should take? (pointers to documentation on how > > to do this are fine too) > > -- > Chad Austin > http://aegisknight.org/ > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Chad A. <ae...@ae...> - 2001-10-11 18:48:28
|
Interfacing Python with C: http://python.org/doc/current/ext/ext.html Interfacing JavaScript with C: http://mozilla.org/js/spidermonkey/ It's really easy to use SpiderMonkey's API. Python's a little weirder, but not entirely bad. (Look in my audio library at http://sf.net/projects/audiere. I have bindings for XPCOM, Python, and Java. I'd also suggest looking at the way Sphere interfaces with SpiderMonkey, but it's ASS NASTY and you'd never want to do it like that. EVER.) It's really not hard to set up bindings for a specific language. However, I strongly recommend going with XPCOM. Via IDL and type libraries, it automates the cross-language communication process. XPCOM links: http://mozilla.org/projects/xpcom/ http://www-106.ibm.com/developerworks/components/library/co-xpcom.html http://www-106.ibm.com/developerworks/components/library/co-xpcom2.html http://www-106.ibm.com/developerworks/components/library/co-xpcom3.html http://www-106.ibm.com/developerworks/components/library/co-xpcom4/index.html http://www-106.ibm.com/developerworks/components/library/co-xpcom5.html > I think chad knows this one, but if anyone else has ideas, i'd be > interested. > > want to do a scripting interface to the tank game engine (in cvs)... > > how easy is it to do a perl or python binding? I'd like cross platform > (linux win32 irix mac). I envision that most objects would be prefab in > the game engine code (like particle systems that i can just setup in high > level fashion, or objects that i can drop in and they just collide.)... > so not much low level logic in the scripting, hopefully just game logic > (like click button triggers open of door, where the button and door are > both defined in c++ code and have a simple trigger mechanism that can be > hooked up in python...) > > anyway, pretty random thoughts. mainly wondering how fast I could have > this implemented (assuming i had the game engine written... :) > > and, what are the steps I should take? (pointers to documentation on how > to do this are fine too) -- Chad Austin http://aegisknight.org/ |
From: Kevin M. <ke...@vr...> - 2001-10-11 18:27:35
|
I think chad knows this one, but if anyone else has ideas, i'd be interested. want to do a scripting interface to the tank game engine (in cvs)... how easy is it to do a perl or python binding? I'd like cross platform (linux win32 irix mac). I envision that most objects would be prefab in the game engine code (like particle systems that i can just setup in high level fashion, or objects that i can drop in and they just collide.)... so not much low level logic in the scripting, hopefully just game logic (like click button triggers open of door, where the button and door are both defined in c++ code and have a simple trigger mechanism that can be hooked up in python...) anyway, pretty random thoughts. mainly wondering how fast I could have this implemented (assuming i had the game engine written... :) and, what are the steps I should take? (pointers to documentation on how to do this are fine too) kevin @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Chad A. <ae...@ae...> - 2001-10-10 17:08:45
|
The way I'd do it is: /* begin C++ */ template<typename T> class TypeTraits { public: static const char* name() { return "unknown"; } }; template<> class TypeTraits<float> { public: static const char* name() { return "float"; } }; // add more type traits as you need them template<typename T> class myclass { public: static const char* getT() { return TypeTraits<T>::name(); } }; /* end C++ */ I don't know if I remember the exact syntax for partial template specialization, but that should be close enough. :) And no, there isn't an easy way to make it automatically work. You do have to make new type traits for new types. > is it possible to get a string version of the class used as a template > parameter? > > for example if i have > > template <class p> > class myclass > { > // return the string version of p > static std::string getP() { return ??????; } > }; > > if I call myclass<float>::getP(), then it should return the string "float" > > how to implement getP ??? -- Chad Austin http://aegisknight.org/ |
From: Kevin M. <ke...@vr...> - 2001-10-10 16:59:41
|
is it possible to get a string version of the class used as a template parameter? for example if i have template <class p> class myclass { // return the string version of p static std::string getP() { return ??????; } }; if I call myclass<float>::getP(), then it should return the string "float" how to implement getP ??? @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Kevin M. <ke...@vr...> - 2001-10-09 20:19:41
|
likewise... here's an example of my music work: http://www.mp3.com/subatomicglue these specifically, aren't available to you (i.e. please don't use without my permission), but this is just an example of some things i could do. (Lou, maybe we could collaborate?) @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Tue, 9 Oct 2001, Lou Herard wrote: > Hey, guys! Whatever type of game we decide to make, I can make a soundtrack > for it. All I'd need to know is how we want the music to sound, and I can > throw something together with some synthesizing software that I have. If you > want, I can even bring some samples for you to listen to at the next meeting. > Let me know! > > > -Lou > Herard > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Lou H. <lh...@ia...> - 2001-10-09 17:51:40
|
Hey, guys! Whatever type of game we decide to make, I can make a soundtrack for it. All I'd need to know is how we want the music to sound, and I can throw something together with some synthesizing software that I have. If you want, I can even bring some samples for you to listen to at the next meeting. Let me know! -Lou Herard |
From: Jon <jk...@mu...> - 2001-10-07 06:48:39
|
Present tense, for sure. Future tense is too open to interpretation, in my point of view. "The ISU GameDevelopers will make a kick-ass game.". Yeah, sure they will. "The ISU GameDevelopers make a kick-ass game." Damn straight. Jon. At 03:43 PM 10/5/2001 -0700, you wrote: >Which do you guys prefer? Present or future tense for the design >docs? "The player selects an >action..." as opposed to "The play will select an action..." I think I'm >learning towards present. > >-- >Chad Austin >http://aegisknight.org/ > >_______________________________________________ >ISUGameDev-devel mailing list >ISU...@li... >https://lists.sourceforge.net/lists/listinfo/isugamedev-devel |
From: Jon <jk...@mu...> - 2001-10-07 06:38:02
|
Hehe, why is it that there is always someone who doesn't know how to unsubscribe themselves for a mailing list?? Well Chris, I hope you get off this list, but for those who are sticking around.... I just talked to my brother (ISU grad working for Intel) & sister-in-law in San Jose, CA and they just made friends with a couple working as game programmers. The couple were raking in $100K/year each. They said game programming was easy to get into -- as long as you love games. We all love games, don't we?? Sure they're working their butts off, but hey, if they called it work then they wouldn't be getting paid enough! Ok, so we're not all game programmers yet but here's another start: http://www.gametutorials.com/default.htm If you really want to do this stuff, take some code and play around with it. Fake it, break it, make it better... Any way you'll learn something, guaranteed. Good luck & happy coding, Jon. >Hey, I'd like off this list and it doesn't seem like I can do that >myself. Anyone want to help me out? > >Chris. >--------- >This is an automated response. |
From: Ben S. <bs...@vr...> - 2001-10-07 00:30:51
|
i've been taking a look at a way to share a pointer to an object without having to decide who has to delete it. basically, i want to have both object A and object B maintain a pointer to object C and not have to decide which of A and B needs to delete object C. as far as i've seen, there are a couple of ways to do this and they generally involve maintaining a count somewhere of the number of references to the managed object and deleting that object when the count reaches zero (nobody is using the object anymore). usually a "smart" pointer is written that overloads the -> and * operators so that it acts like a pointer. include: 1. embedded attached - the reference count is a member of the object you're pointing to. the smart pointer increments the count when the object is referenced and decrements the count when the smart pointer is done using the object. i've implemented this before and have example code if you want to look at it. 2. placement attached - mangle the new and delete operators by overloading them ... somehow the reference count is maintained here. i'm a little fuzzy on how this one works. 3. indirect detached - the smart pointer contains a pointer to a helper object which maintains the reference count and the pointer the the object. 4. direct detached - the smart pointer contains a pointer to the object and a pointer to the reference count which is shared amongst all smart pointers pointing to that same object. boost (www.boost.org) provides a shared_ptr class which implements the direct detached method. (thanks for pointing it out to me kevin!) i finally figured out how it worked and wanted to share it with you all. basically it allows me to write code like: ---------------------------------- class Obj { public: Obj( int _x ) : x(_x) {} ~Obj() { std::cout<<"Destroying Foo with x="<<x<<"\n"; } private: int x; }; typedef boost:shared_ptr<Obj> ObjPtr; int main() { std::vector<ObjPtr> objList; ObjPtr p1 = new Obj( 2 ); objList.push_back( p1 ); ObjPtr p2 = new Obj( 3 ); objList.push_back( p2 ); return 0; } ------------------------- note that i never explicitly delete an instance of Obj. instead, when the objList vector gets destroyed upon exit from main(..) each shared_ptr is destroyed which decrements the count on the Obj instance it points to. when the count gets to zero, they're deleted for me automagically! ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... |