Posts: 3,368
Threads: 195
Joined: Jan 2003
510 FPS
ATI RADEON X600XT 3.4ghz P4 HT
Peace cannot be obtained without war. Why? If there is already peace, it is unnecessary for war. If there is no peace, there is already war."
Visit www.neobasic.net to see rubbish in all its finest.
Posts: 788
Threads: 53
Joined: Nov 2002
Just a note, it seems to me that your ship doesn't follow newtons law of actions and reactions. It should be spinning the opposite way imo. Also, the jets should be turned backward during forward flight.
oship me and i will give you lots of guurrls and beeea
Posts: 684
Threads: 64
Joined: May 2004
I agree with blitz. I got 270 FPS on my computer.
quote="Deleter"]judging gameplay, you can adaquately compare quake 4 with pong[/quote]
Posts: 173
Threads: 41
Joined: Nov 2002
thanks.
blitz: i agree also, i was thinking about that, in my latest build i've made one engine rotate forward and the other rotate back to make it spin.
i'm making it move around, once i get that working i'll post a demo and if possible could you give me your opinions on how 'realistic' it feels?
Posts: 173
Threads: 41
Joined: Nov 2002
interresting, i really need to make a resolution select popup also, that might help
Posts: 1,774
Threads: 62
Joined: Aug 2003
SDL just sucks for GL stuff. Did you decide against using glfw for some reason?
Posts: 173
Threads: 41
Joined: Nov 2002
dr_d: yea, why is glfw better for gl?
blitz:
i think im going to keep using the engine positions like they are in the top because when computing torque, you multiply |force| by sin(angle) so when |force| is applied 90 degrees to the side of the ship, the ship should get the most rotational force as the engine is perpendicular to the body
so say you leave the starboard engine perpendicular to the ship while having the port engine rotate aft causing the ship to rotate counter clock wise to the port side
also, since less thrust is being applied to the radial angle of the ship (depth) on the port side, the ship would tend to lean to the port side.
if this isnt right, could you please explain what i'm missunderstanding/
Posts: 1,774
Threads: 62
Joined: Aug 2003
Quote:dr_d: yea, why is glfw better for gl?
Absolutely. Have you tried shadowing your ships yet? I couldn't get the stencil buffer to work at all with sdl. Almost everytime I tried, it gave me that stupid parachute deployment error. The first time I tried using it with glfw, the shadows worked perfectly. Not only that, but glfw has easy support for ogl arb extensions.
Posts: 173
Threads: 41
Joined: Nov 2002
thats cool, my main problem with glfw is whenever i try to full screen i cant see anything, but windowed works perfectly