| BEATengine update thread | |
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+12fredpie eumesmo Gotrol ThatGuy Darkgamma The Uteen caekdaemon Noitulove Commander Keen Pezzalis ~sciocont Bashinerox 16 posters |
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Darkgamma Learner
Posts : 155 Reputation : 2 Join date : 2010-11-21 Location : Dort, am Klavier
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 6:34 pm | |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 7:32 pm | |
| Keep up the good work, Bashi- and keep thinking about the overall engine info that I requested. | |
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Pezzalis Regular
Posts : 260 Reputation : 6 Join date : 2010-08-07
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 7:33 pm | |
| Oh yes should add I would be more than happy to beta test
Just a question out of interest, if one was to compile the data over at the code repository, would there be anything to show a non-programmer?
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fredpie Newcomer
Posts : 27 Reputation : 0 Join date : 2010-11-17 Age : 28 Location : The Great British Isles, home of rainy weather and afternoon tea.
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 7:40 pm | |
| This is great! This is the first step... Only a few hundred thousand to go | |
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Bashinerox Programming Team lead
Posts : 238 Reputation : 8 Join date : 2010-07-07 Age : 35 Location : Australia
| Subject: Re: BEATengine update thread Sun Nov 21, 2010 7:44 pm | |
| - Pezzalis wrote:
- Oh yes should add I would be more than happy to beta test
Just a question out of interest, if one was to compile the data over at the code repository, would there be anything to show a non-programmer?
No, i'm working from a separate branch of the trunk on sourceforge, once there is something to show, i'll merge. But i'm using directx, and so in order to compile the program you need to download close to a gig of libraries.. Patience is a virtue | |
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Darkgamma Learner
Posts : 155 Reputation : 2 Join date : 2010-11-21 Location : Dort, am Klavier
| Subject: Re: BEATengine update thread Mon Nov 22, 2010 6:47 am | |
| - fredpie wrote:
- This is great! This is the first step... Only a few hundred thousand to go
Not really. It's a slightly larger number. Like a couple of million. But we'll do it, step by sluggish step : D | |
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Djohaal Learner
Posts : 144 Reputation : 1 Join date : 2010-12-03
| Subject: Re: BEATengine update thread Tue Dec 07, 2010 3:31 pm | |
| One question, I beleive it was consensus that the game should be (multi)threaded, am I right? | |
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andry796 Newcomer
Posts : 89 Reputation : 0 Join date : 2010-11-28 Age : 28 Location : Italy
| Subject: Re: BEATengine update thread Wed Dec 08, 2010 5:01 pm | |
| - Bashinerox wrote:
- We possibly have a CELLULAR STAGE coming soon.
Cellular... Stage... Soon... I can't describe my happiness!!! We are getting somewhere! | |
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AIs-null Learner
Posts : 142 Reputation : 1 Join date : 2011-02-05
| Subject: Re: BEATengine update thread Sun Feb 06, 2011 8:26 pm | |
| - Bashinerox wrote:
- Pezzalis wrote:
- Oh yes should add I would be more than happy to beta test
Just a question out of interest, if one was to compile the data over at the code repository, would there be anything to show a non-programmer?
No, i'm working from a separate branch of the trunk on sourceforge, once there is something to show, i'll merge.
But i'm using directx, and so in order to compile the program you need to download close to a gig of libraries..
Patience is a virtue Why not use OGL? Much better and faster | |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Re: BEATengine update thread Tue Feb 08, 2011 1:01 am | |
| - Quote :
- One question, I beleive it was consensus that the game should be (multi)threaded, am I right?
What consensus? Threads are purely programmatic, and situation based. - AIs-null wrote:
- Bashinerox wrote:
- Pezzalis wrote:
- Oh yes should add I would be more than happy to beta test
Just a question out of interest, if one was to compile the data over at the code repository, would there be anything to show a non-programmer?
No, i'm working from a separate branch of the trunk on sourceforge, once there is something to show, i'll merge.
But i'm using directx, and so in order to compile the program you need to download close to a gig of libraries..
Patience is a virtue Why not use OGL? Much better and faster Do you know that for sure? They both do the exact same thing. I like openGL because it's c++ and cross platform. Not to mention it takes a while to convert your graphics api. | |
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AIs-null Learner
Posts : 142 Reputation : 1 Join date : 2011-02-05
| Subject: Re: BEATengine update thread Tue Feb 08, 2011 1:40 am | |
| OGL is cross platform and performs generally better, M$ hype is what is keeping dx alive. WHy do you think NASA uses OGL? WHy do you think all non-gaming graphics projects uses OGL?
Also i heard people here uses macs and linuxes? It would simply not work out to have directx in the main engine then. | |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Re: BEATengine update thread Wed Feb 09, 2011 1:33 am | |
| You caught me red handed. I'm an ubuntu running unix dwelling windose hater.
Anything I build will be ultra low level I.E. makefiles and g++.
I don't care for visual studio much.
I'm pretty decent with openGL, and I was really just wondering if you had grounds for your claim. | |
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AIs-null Learner
Posts : 142 Reputation : 1 Join date : 2011-02-05
| Subject: Re: BEATengine update thread Wed Feb 09, 2011 2:51 am | |
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AIs-null Learner
Posts : 142 Reputation : 1 Join date : 2011-02-05
| Subject: Re: BEATengine update thread Mon May 16, 2011 5:33 pm | |
| I need to know, this is the proper way to include OpenGL on apple platform? - Code:
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#ifdef __APPLE__ #include <OpenGL/OpenGL.h> #include <GLUT/glut.h> #else #include <glut.h> #endif | |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Re: BEATengine update thread Mon May 23, 2011 7:31 pm | |
| I guess it depends on where your header files are.. Is __APPLE__ defined automatically? With my code I usually define WINDOWS right from the makefile. | |
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AIs-null Learner
Posts : 142 Reputation : 1 Join date : 2011-02-05
| Subject: Re: BEATengine update thread Mon May 23, 2011 7:56 pm | |
| mhm i tested it and it worked. thanks. | |
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