OpenGL is dead! Long live OpenGL! (a.k.a. IFTPOP 0.0.2a)

November 20, 2011

I think finally tracked the error that made the game crash on some computers. The culprit is OpenGL, more specifically OpenGL 1.X. Since the introduction of OpenGL 2.0 in 2004 there have been a few changes in the way how to do graphics (“it’s called shader baby!”). As my current reference of OpenGL (the OpenGL Super Bible, 5th ed.) tries to break free from the old legacy code (“fixed function pipeline”) I ended up being dependent on this new stuff.

Sorry about that. But if it does not run, you probably should get a new computer anyways.

At least some good news: errors are now nicely reported with a message box. Should your graphics card be incompatible, you will beinformed properly.

Get it from here: iftpop_0.0.2a

A new version with better graphics (OpenGL 2.X!) is coming along as I now finally fixed this error.

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IFTPOP 0.0.1 for Windows

October 17, 2011

All right! Windows version of the current code ready!

Grab it from here: iftpop-0.0.1

So far I am working on the controls for both camera and player movement. With the camera I am quite happy, but the player will get some more action features such as wall-jump and duck-slide, etc.

The camera starts to jitter at some point, but I do not yet know why.

Some informations about the game: it will feature some elements from racing games. And platformers. And nightmares.

Cheers,
Martin

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Asteroids finished!

May 8, 2011

Please note the “1.0.0” at the top bar or at the bottom-left of the screen. Or just help yourself with one of these:

You may now call me a game developer.

Something more elaborate will follow, but for now I just have to enjoy the moment!

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Premature code and binary LEAKED*!

April 9, 2010

The worst possible happened: the source code an even a buggy windows version version of my asteroids clone leaked to the internet! It took me quite long to finally get it run under windows and now that hard work simply pops up in the internet… I don’t know what to say. I fear it is probably an evil German hacker, just like in the 2003 leak of the Half-life 2 source. Tough times, I’d say…

Apart from that I am actually quite happy to get it finally run on windows. On the way there I ran into quite a few obstacles. I tried to use portable tools and libraries (CMake, freetype, OpenGL, SDL, libpng, boost), however getting them compiled and correctly linked in Visual Studio Express 2008 took quite some time. I also used a few precompiler #defines that were not supported by the Microsoft compiler (e.g. used __func__ instead of __FUNCTION__). There also was a critical bug that would make my game crash under Windows but not under GNU/Linux which was caused of improper initialization of a variable. The biggest hassle in the end was however getting it compiled so that it can be run on a computer on which it wasn’t compiled as there are some dependancies on the redistributable runtime libraries of Visual C++. I hope this is solved in the uploaded binary.

When you look at the asteroids.rc file you can mess around with some variables of the game (such as ship acceleration, maximum speed, etc.) and also set the controls the way you like it (so far only keyboard). Oh and there is also a very basic console (to access it press F8) with which you can run simple commands such as the ones in the asteroids.rc file.

For those who want to have a look at it here are the official links to the “leaked” versions ;D:

Known issues so far:

explosion of an innocent ship

(buggy) explosion of an innocent ship

*too bad 1st of april has been already 9 days ago

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