Search found 1742 matches

by Chris Jones
Sun Apr 05, 2009 11:51 am
Forum: Developer talk
Topic: The Boost issue (again)
Replies: 107
Views: 11987

Re: The Boost issue (again)

Yea, i've always been a bit confused by TBB's commercial licence but the way i interpret it is that you get paid support from Intel with it. We use TBB in OGE but mainly for their parallel containers and user mode mutex/locks. We've also made wrappers for the threading related classes so the use of ...
by Chris Jones
Fri Mar 13, 2009 12:42 pm
Forum: Developer talk
Topic: WARNING: MSVC, Linux and C::B build files being deleted!
Replies: 29
Views: 5313

Re: WARNING: MSVC, Linux and C::B build files to be deleted!

So my only complaint is that I dislike being forced to "Install Yet Another Tool" which until now systematically lead to "Learn This Supposedly Automatic Tool To Tweak or Use It Correctly". I agree, i hate being forced to install more software than i have to, especially when it will only be used on...
by Chris Jones
Wed Jan 14, 2009 10:57 pm
Forum: General Discussion
Topic: Learning OpenGL
Replies: 15
Views: 1001

Re: Learning OpenGL

thanks, i'll take a look at those.
by Chris Jones
Sun Jan 11, 2009 12:08 pm
Forum: General Discussion
Topic: Learning OpenGL
Replies: 15
Views: 1001

Re: Learning OpenGL

thanks they look good.
by Chris Jones
Sat Jan 10, 2009 1:46 pm
Forum: General Discussion
Topic: Learning OpenGL
Replies: 15
Views: 1001

Re: Learning OpenGL

thanks for the link, i've bookmarked it too.
by Chris Jones
Thu Jan 08, 2009 10:05 am
Forum: General Discussion
Topic: Learning OpenGL
Replies: 15
Views: 1001

Re: Learning OpenGL

I'm sorry but I don't understand. What's old about it? The OpenGL API is standard, isn't it? They've been adding heaps of extensions over the years, thats all. If you mean writing C++ as opposed to C-style code - fine. No, heres a thread on gamedev.net Obviously i've only read what other people hav...
by Chris Jones
Wed Jan 07, 2009 8:28 pm
Forum: General Discussion
Topic: Learning OpenGL
Replies: 15
Views: 1001

Re: Learning OpenGL

thanks for your fast reply. I took a quick look and the two from the gamdev.net link you gave, "Beginning OpenGL..." and "More OpenGL..." look good.
by Chris Jones
Wed Jan 07, 2009 12:29 pm
Forum: General Discussion
Topic: Learning OpenGL
Replies: 15
Views: 1001

Learning OpenGL

For my university final year project i'm going to write a graphics library (the exact details haven't been discussed yet) which will be written ontop of OpenGL. I've done a bit of searching around for tutorials, books etc. but i haven't found anywhere thats described a good way of learning it. I saw...
by Chris Jones
Wed Dec 24, 2008 4:35 pm
Forum: General Discussion
Topic: Forum downtime 24th December
Replies: 108
Views: 4000

Re: Forum downtime 24th December

Looks good, i don't think it's a bad thing having the avatar/info on the right but it will definatly take some time to get used to after all these years.

Merry Christmas!
by Chris Jones
Mon Dec 15, 2008 1:35 pm
Forum: Lounge / Off-topic
Topic: Volunteers Needed for Huge Christian Video Game Projects!!
Replies: 30
Views: 4010

Anyway, unless someone makes a valid case, this thread is going to be removed.
Couldn't it just be moved to the off-topic forum rather than removed completely?
by Chris Jones
Sat Nov 15, 2008 9:44 pm
Forum: General Discussion
Topic: OGRE entry on The Indie Dev Guide.
Replies: 4
Views: 650

Looks good. In the Engine list though, I'd suggest you change the category from Engine to Graphics (like you have Sound for FMOD) for OGRE.
by Chris Jones
Sat Nov 08, 2008 2:30 pm
Forum: General Discussion
Topic: Making an application with high-quality GUI?
Replies: 6
Views: 652

wxWidgets allows you to write cross-platform native GUI's rather than having the GUI rendered by ogre. This is as close to your original ideal need. wxOgreMVC will help you to use ogre with it.
by Chris Jones
Wed Oct 08, 2008 9:06 am
Forum: Showcase
Topic: MOTORM4X - Game Released + Demo Available
Replies: 183
Views: 86325

did you know you can press F2 and go to the naviagtion screen
where you can choose the races and get navigatet or jump
to them?
That would have been useful. :) Does it actually tell you anywhere about that? (especially not just in the control options?)
by Chris Jones
Tue Sep 30, 2008 6:42 pm
Forum: General Discussion
Topic: Seeking Bare Bones Engine Source
Replies: 3
Views: 937

Are you looking for a barebones game engine or a 3d graphics engine? If its barebones game engine then OGE might be ok for your use as most of what we currently have is low level framework to base the actual engine on. We use OGRE for graphics.
by Chris Jones
Tue Sep 23, 2008 12:50 pm
Forum: Showcase
Topic: MOTORM4X - Game Released + Demo Available
Replies: 183
Views: 86325

I downloaded and played it for a while yesterday. It's very fun, the graphics and physics are very well done.

what are the two features when you press insert or delete, i notice that little circles appear on the hud after the front or back wheels but what does each actually do?
by Chris Jones
Fri Sep 12, 2008 5:20 pm
Forum: Back to Basics
Topic: Is there any good reaso to change to Visual C++.Net 2008?
Replies: 21
Views: 1997

That's weird because I'm using Visual Studio 2005 SP1 and am quite positive that I've been using that parallel compilation feature for a while now. i havent used 2005 (i jumped from 2003 to 2008) but i think your refering to building whole projects in parallel. 2008 supports building projects in pa...
by Chris Jones
Mon Aug 18, 2008 5:50 pm
Forum: Developer talk
Topic: Resource handling, overriding loading, and tool development
Replies: 59
Views: 10551

I think a solution to my problem would be to have another function in ResourceLoadingListener that is called when a resource group doesn't exist (in getResourceGroup()), which could then create the group. Currently with Ogre, you set up each of its groups manually (creation and assigning archives et...
by Chris Jones
Sun Aug 17, 2008 11:23 am
Forum: Back to Basics
Topic: Beginings
Replies: 35
Views: 3732

OGRE basically makes it easy to display 3d scenes at runtime (not just a single image rendered by a 3d modelling tool). It makes it easy to display 3d models, images, use particle effects, display animation (and a lot more). You need to make all of these things in separate tools and then program a g...
by Chris Jones
Sun Aug 10, 2008 5:58 pm
Forum: Developer talk
Topic: Resource handling, overriding loading, and tool development
Replies: 59
Views: 10551

I don't know if this has been covered before, but i just started converting OGE's graphics manager to use the ResourceLoadingListener. I'm using it to redirect OGRE to get data streams from our own virtual file system, which seems to be working. The problem is that when the resource group is Autodet...
by Chris Jones
Mon Jul 28, 2008 11:36 pm
Forum: Recruitment
Topic: Ogre Game Engine
Replies: 11
Views: 9405

seems that there are some quiet activity with OGE
We do most discussion of engine development privately via email rather than on the forums. We still have a lot of work to do before we are easily usable for making games though, but the project is very much alive.
by Chris Jones
Sun Jul 27, 2008 1:48 pm
Forum: Using OGRE in practice
Topic: Simple OpenAL Class
Replies: 11
Views: 961

So what your saying is a header file on it's own is completely useless? So what about pre-compiled libraries?...
yes. With precompiled libraries, they usually supply the precompiled library and the interfaces. Your just supplying the interface which doesn't actually do anything.
by Chris Jones
Fri Jul 25, 2008 3:37 pm
Forum: Lounge / Off-topic
Topic: Don't say sorry for your English!
Replies: 21
Views: 5220

They can just expect (whether it is right or wrong) that everyone else bows to them and uses English. I don't agree with that, for me at least, i only use english websites because i can only speak english (except a very tiny amount of french). I don't know how this is in the English-speaking countr...
by Chris Jones
Wed Jul 23, 2008 10:25 pm
Forum: Developer talk
Topic: Suggestions on how to modify ogre for multithreaded skinning
Replies: 15
Views: 1755

Is there a decent reliable, cross-platform way of detecting the number of cores on a system? No (correct me i'm wrong of course). There may be ways of detecting the number of logical processors from the operating system, but to get details about each logical processor, on each core, on each package...
by Chris Jones
Fri Jul 18, 2008 2:20 pm
Forum: Lounge / Off-topic
Topic: Intellisense issue in VC 2008 express
Replies: 14
Views: 2392

I've already tried to delete the .ncb but to no avail. are you closing visual studio before deleting the file? also, VAX does occaisionally get problems, but it has built-in features for clearing the cache etc rather than having to find the file to delete. It's also possible to get it to reparse a ...
by Chris Jones
Thu Jul 17, 2008 9:58 am
Forum: Back to Basics
Topic: How to force in a lib the export of methods of an interface?
Replies: 4
Views: 723

We already have those guards on all of our headers, he was only showing the main part of the file.