New, tiny, modest game

Here is a tiny demo:

http://www.theoctoroks.com/gravity/downloads/

Hey great start! I especially like how you cannot directly escape the
planetoid’s gravity and must reach escape velocity gradually with a
suborbital trajectory! There must be a bug though because once I fell
through the planet.

Some observations about your gravity_linux.tar archive…

gzip your tar archives!

If you already have a tar file, just use “gzip archive.tar” and it
will become “archive.tar.gz”

You can automatically gzip your tars with "tar czf archive.tar.gz "

You can automatically ungzip your tars with “tar xzf archive.tar.gz”

You also have your entire Subversion repository in there! Yikes!

I also notice an extra file that doesn’t belong called ._gravity_linux in there.

Generating dependencies automatically is important to prevent from
making unneeded updates to a Makefile and creating a more error prone
development process. Learn how here:

http://mad-scientist.net/make/autodep.htmlOn Sun, Aug 1, 2010 at 1:35 PM, Nikola Whallon <6.saturn.6 at gmail.com> wrote:

On Mon, Aug 16, 2010 at 7:34 PM, Nikola Whallon <6.saturn.6 at gmail.com> wrote:

When loading images, I have a nice function in ImageObject that does that
for everything, but I call it all over the places (for example, in the
functions initShip, initPlanet, etc, each one loads its image). This makes
quitting after checking if the image loaded properly rather difficult. Is it
smarter to load all my textures at the beginning of execution?

Right now your game appears to have only one object per image, but if
that is not the case, it is important to abstract image loading away
from image referencing. So when an object asks the image API to use an
image, that image should only be loaded at that time if it is not
already loaded!


http://codebad.com/

Right now it isn’t written that well, and each object does carry its own
image. If I separate the actual images (GLuint’s), should each object then
have some sort of reference to what image it wants? (Then again, aren’t
GLuint’s just references to arrays of image data? I don’t know if that is
relevant).

It will probably be a big project to code this better, but it will also be
good experience and I can slowly creep away from n00b-iness.

Thanks a lot,
NikolaOn Mon, Aug 16, 2010 at 10:21 PM, Donny Viszneki <donny.viszneki at gmail.com>wrote:

On Sun, Aug 1, 2010 at 1:35 PM, Nikola Whallon <@Nikola_Whallon> wrote:

Here is a tiny demo:

http://www.theoctoroks.com/gravity/downloads/

Hey great start! I especially like how you cannot directly escape the
planetoid’s gravity and must reach escape velocity gradually with a
suborbital trajectory! There must be a bug though because once I fell
through the planet.

Some observations about your gravity_linux.tar archive…

gzip your tar archives!

If you already have a tar file, just use “gzip archive.tar” and it
will become “archive.tar.gz”

You can automatically gzip your tars with "tar czf archive.tar.gz "

You can automatically ungzip your tars with “tar xzf archive.tar.gz”

You also have your entire Subversion repository in there! Yikes!

I also notice an extra file that doesn’t belong called ._gravity_linux in
there.

Generating dependencies automatically is important to prevent from
making unneeded updates to a Makefile and creating a more error prone
development process. Learn how here:

http://mad-scientist.net/make/autodep.html

On Mon, Aug 16, 2010 at 7:34 PM, Nikola Whallon <@Nikola_Whallon> wrote:

When loading images, I have a nice function in ImageObject that does that
for everything, but I call it all over the places (for example, in the
functions initShip, initPlanet, etc, each one loads its image). This
makes
quitting after checking if the image loaded properly rather difficult. Is
it
smarter to load all my textures at the beginning of execution?

Right now your game appears to have only one object per image, but if
that is not the case, it is important to abstract image loading away
from image referencing. So when an object asks the image API to use an
image, that image should only be loaded at that time if it is not
already loaded!


http://codebad.com/


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

IIRC I was only that an image should not be loaded more than once
unless you have a good reason to unload it firstOn Sun, Aug 22, 2010 at 12:54 AM, Saturn Almighty <6.saturn.6 at gmail.com> wrote:

Right now it isn’t written that well, and each object does carry its own
image. If I separate the actual images (GLuint’s), should each object then
have some sort of reference to what image it wants? (Then again, aren’t
GLuint’s just references to arrays of image data? I don’t know if that is
relevant).
It will probably be a big project to code this better, but it will also be
good experience and I can slowly creep away from n00b-iness.
Thanks a lot,
Nikola

On Mon, Aug 16, 2010 at 10:21 PM, Donny Viszneki <@Donny_Viszneki> wrote:

On Sun, Aug 1, 2010 at 1:35 PM, Nikola Whallon <6.saturn.6 at gmail.com> wrote:

Here is a tiny demo:

http://www.theoctoroks.com/gravity/downloads/

Hey great start! I especially like how you cannot directly escape the
planetoid’s gravity and must reach escape velocity gradually with a
suborbital trajectory! There must be a bug though because once I fell
through the planet.

Some observations about your gravity_linux.tar archive…

gzip your tar archives!

If you already have a tar file, just use “gzip archive.tar” and it
will become “archive.tar.gz”

You can automatically gzip your tars with "tar czf archive.tar.gz "

You can automatically ungzip your tars with “tar xzf archive.tar.gz”

You also have your entire Subversion repository in there! Yikes!

I also notice an extra file that doesn’t belong called ._gravity_linux in
there.

Generating dependencies automatically is important to prevent from
making unneeded updates to a Makefile and creating a more error prone
development process. Learn how here:

http://mad-scientist.net/make/autodep.html

On Mon, Aug 16, 2010 at 7:34 PM, Nikola Whallon <6.saturn.6 at gmail.com> wrote:

When loading images, I have a nice function in ImageObject that does
that
for everything, but I call it all over the places (for example, in the
functions initShip, initPlanet, etc, each one loads its image). This
makes
quitting after checking if the image loaded properly rather difficult.
Is it
smarter to load all my textures at the beginning of execution?

Right now your game appears to have only one object per image, but if
that is not the case, it is important to abstract image loading away
from image referencing. So when an object asks the image API to use an
image, that image should only be loaded at that time if it is not
already loaded!


http://codebad.com/


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


http://codebad.com/