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jdr santos

Kambi VRML game engine - 1 views

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    Kambi VRML game engine is a free/open-source 3D (game) engine. The engine is written in clean Object Pascal code, and we have an excellent support for the VRML / X3D 3D data (although other 3D model formats are also supported).
jdr santos

Box2D - Home - 0 views

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    Box2D is a 2D rigid body simulation library for games. Programmers can use it in their games to make objects move in believable ways and make the game world more interactive. From the game's point of view a physics engine is just a system for procedural animation. Box2D is written in portable C++. Most of the types defined in the engine begin with the b2 prefix. Hopefully this is sufficient to avoid name clashing with your game engine.
jdr santos

Novelty - Visual novel maker - 0 views

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    Novelty is a free game maker tailored for making visual novels. Contrary to most other visual novel makers, Novelty is designed for people without any experience in scripting or programming.
Fabien Cadet

Designing Emergent AI, Part 1: An Introduction @ Christopher M. Park's Blog - 0 views

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    A lot of people have been curious about how the AI in AI War: Fleet Command works, since we have been able to achieve so much more realistic strategic/tactical results compared to the AI in most RTS games. Part 1 of this series will give an overview of the design philosophy we used, and later parts will delve more deeply into specific sub-topics. * Decision Trees: AI In Most RTS Games * Decentralized Intelligence * Strategic Tiers * Sub-Commanders * Fuzzy Logic * Intelligent Mistakes * Skipping The Economic Simulation * Asymetrical AI
Robert Fohr

TurboSquid: Kujisha - 0 views

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    My 3d game models for sale.
jdr santos

Andorra 2D - The Next Generation 2D Engine for Delphi and Lazarus - 0 views

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    Andorra 2D features a simple API for 2D programming which offers you the choice between both: The power of DirectX and OpenGL without the need of knowing anything about those graphic interfaces. Andorra 2D is designed to be the successor of DelphiX. That is because Andorra 2D uses nearly the same sprite engine interface as DelphiX.
metacipher

Cone3D Programming - SDL, OpenGL and C++ Tutorials - 0 views

  • screen = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF);
    • metacipher
       
      You should note that this tutorial fails to free the memory it created. You should call SDL_FreeSurface(screen) when quitting, to free the display surface created.
metacipher

Cone3D Programming - SDL, OpenGL and C++ Tutorials - 0 views

    • metacipher
       
      These tutorials are really old, but they still hold some good information. I don't recommened using Dev-C for development, but rather using CodeBlocks (google it). You should also note that some of the techniques used within these tutorials are bad.
metacipher

GameDev.net - An Introduction to Lua - 1 views

    • metacipher
       
      This is seemingly out of date (4.0 perhaps). But, a lot of the logic will still work. There is no example in this article for calling a Lua function. You can do it simply by: lua_getglobal(Lua_Handle, "myfunction"); if(lua_pcall(Lua_Handle, 0, 1, 0) != 0) { printf("Error running function: %s\n", lua_tostring(Lua_Handle, -1)); } int Return = (int)lua_tointeger(Lua_Handle, -1); lua_pop(Lua_Handle, 1); Take note though that your script must FIRST be loaded into the vm.
  • lua_baselibopen(luaVM); lua_iolibopen(luaVM); lua_strlibopen(luaVM); lua_mathlibopen(luaVM);
    • metacipher
       
      This seemingly won't work in version 5.1, not sure why. Try using this instead: luaL_openlibs(luaVM);
    • metacipher
       
      Lua seemingly keeps all scripts loaded in the same VM. That is, if you have script1.lua and script2.lua loaded, they will share the same global table. So if you declate a = 1 in script1.lua, script2.lua can see it.
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