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To remove the problems with qtranslate and the editor, just upload this file and overwrite the one in the qtranslate folder. First, uncompress the .rar. This will ONLY work if you are using Wordpress version 2.6.1.

qtranslate_wphacks.rar

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CRySoL intro screenshot
CRySoL Intro Screenshot

This is a little intro (<3K) I just coded for fun… and for www.crysol.org

Test this two binaries (fisrt please`chmod +x <file>`):

Source: crysol.tgz

Be sure to check slack’s homepage if you are interested on 4k intros for linux. He’s got a nice presentation talking about tips and tricks on this topic

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Trimesh is a nice feature for defining the geometry of a body in ODE. You just need a vertices and a faces array. Md3 files encode the faces in CCW and ODE (and OpenGL too) does it in CW. So you need to make the transformation, thus creating a new array of dVector3 (you must do this to unpack the fixed md3 format vertex info).

Here is a llitle piece of code that resumes the proccess: ( GetModel() returns a libmd3_file* )

  libmd3_mesh* meshp;
  meshp = GetModel()->meshes;
 
  int* tri;
  dVector3* triVert;  
 
  tri = (int*) malloc (meshp->mesh_header->triangle_count*sizeof(int));
  triVert = (dVector3*) malloc (meshp->mesh_header->vertex_count*sizeof(dVector3));
 
  std::cout << meshp->mesh_header->triangle_count << std::endl;
  std::cout << meshp->mesh_header->vertex_count << std::endl;
  std::cout << "Faces: ";
  for (int i=0;i < meshp->mesh_header->triangle_count*3; i+=3){
    tri[i+0]=meshp->triangles[i+1];
    tri[i+1]=meshp->triangles[i+2];
    tri[i+2]=meshp->triangles[i+0];
    std::cout << tri[i] << " ";
    std::cout << tri[i+1] << " ";
    std::cout << tri[i+2] << " - ";    
  }
 
  std::cout << " Verts: ";
  for (int i=0;i < meshp->mesh_header->vertex_count; i++){
    triVert[i][0]=meshp->vertices[i*3]*scaleFactor; 
    triVert[i][1]=meshp->vertices[i*3+1]*scaleFactor; 
    triVert[i][2]=meshp->vertices[i*3+2]*scaleFactor; 
    std::cout << "(" << triVert[i][0] << " ";
    std::cout << triVert[i][1] << " ";
    std::cout << triVert[i][2] << ") - ";
 
  }
 
  mtriMesh = dGeomTriMeshDataCreate();
  dGeomTriMeshDataBuildSimple(mtriMesh, (dReal*)triVert, meshp->mesh_header->vertex_count, tri, \
			      meshp->mesh_header->triangle_count);
  mOdeGeom = dCreateTriMesh(sSpace, mtriMesh, NULL, NULL, NULL);
  dGeomSetData(mOdeGeom, (void*)"md3");

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lista([]).
lista([_]).
lista([_|_]).
 
concatenar([],X,X).
concatenar([H|T],X,[H|Z]) :- lista(X),concatenar(T,X,Z).
 
invertir([],[]).
invertir([H|T],X) :- lista(X),invertir(T,Y),concatenar(Y,[H],X).
 
longitud([],0).
longitud([H|T],L) :- longitud(T,N), L is N+1.
 
mayor(X,X,X).
mayor(X,Y,X) :- X>Y.
mayor(X,Y,Y) :- Y>X.
 
primero([H|T],H).
 
el_mayor([H|[]],H).
el_mayor([H|T],X) :- el_mayor(T,Z),mayor(H,Z,X).

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After looking for a 3D Engine, I’ve choosen to code myself one that fits my needs. The game will be free software, so there no need of a comercial feeling (e.g. packing, hidding … etc.. the fs for the game models, textures, etc…).

At the moment, I’m using:

  • SDL
  • OpenGL (GL and Glu Extensions, not GLUT!)
  • ODE
  • libmd3 (debian package)

There is a lot TO DO:

  • BSP Maps (Blender or GtkRadiant compatible… I still don’t know)
  • Python Scripting
  • Bezier Paths (for the camera tracking)
  • Lots of models
  • Lots of textures
  • Lots of 2D stuff for the non 3D layer (hud, messages, etc…)

If you are interested please contact me.

The project is hosted at: Naves@GoogleCode

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I’m finishing a little project for my school of computer science. No it’s not anything related to IA, 3D, free software … it’s a mp3 flash player. It uses a mysql database… blah blah

mp3 flash player

Feel free to download the source:

mp3-flash.zip

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A few students from my shool of science university a I are planning to make a game inspired by titles like WipeOut Pulse 1 and the rest of the series!

I’m reviewing some 3D engines, I’ve two in mind, because our game must be distributed under a GPL license:

  • Crystal Space 2 - it’s GPL
  • Ogre 3D 3 - it’s LGPL (for ours needs).

Ogre 3D based game screenshot
Ogre 3D based game screenshot

Certanly I like Ogre 3D because of the screenshots of actually working game the have in their site. Crystal Space screenshots are outdated, and it’s not comatible with GLSL… sad. So I think we finally will use Ogre and SDL for the input control.

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So here it’s the source code for the ol’ intro I coded for the PSP…

brue_intro_all

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