Popular Post Neil Pate Posted November 21, 2014 Popular Post Report Share Posted November 21, 2014 It begins... ignore the messy code in the background, just proof of concept stuff. 3 Quote Link to comment
JKSH Posted November 22, 2014 Report Share Posted November 22, 2014 (edited) Nice! Extra points for demo-ing with Star Control 2 I saw this on Google+ last month: https://plus.google.com/107942026210962154106/posts/9cZoas7UgLy Are you guys working together? Edited November 22, 2014 by JKSH Quote Link to comment
Neil Pate Posted November 22, 2014 Author Report Share Posted November 22, 2014 Thanks, No, I also just saw the youtube video last week, complete coincidence. My (probably very unrealistic) initial goal is actually to recreate SC2 melee in LabVIEW. A secondary goal for later is to get OpenGL working nicely with LabVIEW and SDL. I have started this bit several times and never really got enough momentum to keep development up. 1 Quote Link to comment
Gribo Posted November 23, 2014 Report Share Posted November 23, 2014 I hope you know about this: http://sc2.sourceforge.net/ Quote Link to comment
Neil Pate Posted November 23, 2014 Author Report Share Posted November 23, 2014 I hope you know about this: http://sc2.sourceforge.net/ Most definitely. It is so great that SC2 is effectively open source like that, I wish lots more old games were. Even the resources like .pngs etc are GPL I think. Quote Link to comment
JKSH Posted November 25, 2014 Report Share Posted November 25, 2014 My (probably very unrealistic) initial goal is actually to recreate SC2 melee in LabVIEW. A secondary goal for later is to get OpenGL working nicely with LabVIEW and SDL. I have started this bit several times and never really got enough momentum to keep development up. A worthy initial goal Does that include "standalone" OpenGL? OpenGL support would be great for advanced data visualization in LabVIEW. As for momentum, I have a large stop-start project myself. I found it very useful to document my thought processes and experimental findings. I'd get back into the project after a ~2-week hiatus and would've forgotten much of what I was planning. The documents helped me get back into it quickly without having to restart. Quote Link to comment
Neil Pate Posted November 25, 2014 Author Report Share Posted November 25, 2014 Yes I would really like to get OpenGL working as part of a library. I have some stuff already, but its old-school OpenGL and very dusty! Quote Link to comment
Darren Posted November 25, 2014 Report Share Posted November 25, 2014 Let me know once you've got Slylandro working...the World's Fastest LabVIEW Programmer needs to be able to fly the World's Fastest LabVIEW Star Control 2 Ship. 1 Quote Link to comment
Neil Pate Posted November 25, 2014 Author Report Share Posted November 25, 2014 Darren, that is quite a few long nights away. To whet your appetite, have many Slylandros! 2 Quote Link to comment
Darren Posted November 25, 2014 Report Share Posted November 25, 2014 To whet your appetite, have many Slylandros! *Energize* indeed! Quote Link to comment
Gribo Posted November 26, 2014 Report Share Posted November 26, 2014 Those buggers cannot be all facing the same direction, that ship was way too slippery to control. Quote Link to comment
Darren Posted November 26, 2014 Report Share Posted November 26, 2014 Those buggers cannot be all facing the same direction, that ship was way too slippery to control. I didn't realize until a few years ago that pressing the thrust key on Slylandro made him immediately switch directions 180 degrees. Turns out to be a great tactical move for attacks with quick escapes. Quote Link to comment
Neil Pate Posted November 26, 2014 Author Report Share Posted November 26, 2014 I didn't realize until a few years ago that pressing the thrust key on Slylandro made him immediately switch directions 180 degrees. Turns out to be a great tactical move for attacks with quick escapes. Pesky indeed! My favourite was the Utwig, although the Vux could be deadly (and terribly annoying) in the right hands. Quote Link to comment
Darren Posted November 26, 2014 Report Share Posted November 26, 2014 My favorite will always be Arilou...it's been my ship of choice ever since Star Control 1. Quote Link to comment
Neil Pate Posted November 26, 2014 Author Report Share Posted November 26, 2014 I loved the bit of risk associated with the chance that you could accidently teleport into the planet Quote Link to comment
Neil Pate Posted November 26, 2014 Author Report Share Posted November 26, 2014 (edited) OK, so the Slylandro now has some food :-) This is just a silly video of me controlling both the ship and the asteroid (now with animation) with an xbox controller. http://screencast.com/t/Z2s6ZDvFae The jing video messes up the frame-rate, it is buttery smooth without the video being recorded. Next step: battle music! Edited November 26, 2014 by Neil Pate 1 Quote Link to comment
Neil Pate Posted November 27, 2014 Author Report Share Posted November 27, 2014 That's a bit neater... 1 Quote Link to comment
Neil Pate Posted November 29, 2014 Author Report Share Posted November 29, 2014 Now with battle music and events posted to an Event Structure directly from within SDL (yay no more polling!), and the initial introduction of some helper classes to wrap the SDL pointers etc. http://screencast.com/t/gJVSNrtrpyCY 1 Quote Link to comment
Gribo Posted November 30, 2014 Report Share Posted November 30, 2014 Do you use the MP3 files or the original .MOD files? Quote Link to comment
Neil Pate Posted November 30, 2014 Author Report Share Posted November 30, 2014 (edited) Do you use the MP3 files or the original .MOD files? .MOD for true authenticity :-) BASSMOD does all the hard work, I have just wrapped the DLL. Edited November 30, 2014 by Neil Pate Quote Link to comment
rinderkn Posted September 4, 2015 Report Share Posted September 4, 2015 Hi Neil, do you know where I could find a simple example on how to start to combine labview and sdl to create something similar to https://plus.google.com/107942026210962154106/posts/9cZoas7UgLy ? Quote Link to comment
CopperD Posted February 20, 2016 Report Share Posted February 20, 2016 Nice to see that someone else had fun doing this. I am trying to find a nicer way to put it all together. All the SDL functions can be used directly by LabVIEW, some just require creative use of pointers. Using SDL for OpenGL is much nicer then what LabVIEW offers. Quote Link to comment
Neil Pate Posted February 20, 2016 Author Report Share Posted February 20, 2016 Hi Neil, do you know where I could find a simple example on how to start to combine labview and sdl to create something similar to https://plus.google.com/107942026210962154106/posts/9cZoas7UgLy ? Hi, sorry I just saw your post now. There is no tutorial I know that mixes LabVIEW and SDL. I basically used lazy foos SDL tutorial (http://lazyfoo.net/SDL_tutorials/) which are done in C, and just ported the logic to LabVIEW, wrapping the SDL DLL as needed. Quote Link to comment
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