Looks nice! I would just make one change, that is to give a texture to the white "apples" (that's what they are in the original game I think).
Just one other comment, did you notice that all shaders mover around constantly? For example, the texture of the border of the playing field is turning anti-clockwise constantly. This also happens with the obstacles in the center.
> I would just make one change, that is to give a texture to the white "apples" (that's what they are in the original game I think).
Yes, I would like to do that. I haven't decided on how I want them to look, but apples might be a good idea. Now I just need the texture and the time to implement it ;)
> Just one other comment, did you notice that all shaders mover around constantly? For example, the texture of the border of the playing field is turning anti-clockwise constantly. This also happens with the obstacles in the center.
that looks really great, nice going. I'm really interested in learning some high level graphics coding, and wondering if GLSL and openGL are the way to go or if a framework that sits above openGL/direct3D would be better, does anyone have any advice of where to start for a beginner?
I don't really have any experience with any higher level API, so I guess I can not help you there.
To me, it is important to know a bit about the inner workings of an API. I guess you could say I prefer to learn bottom-up. This means, even if I end up using a higher level API, I still "need" to know how to use OpenGL directly. That's how it works for me, anyway :) Good luck.
I am in no way a game developer, but I can tell you that using XNA + C# is by far the easiest way to develop games in my experience. I implemented versions of both "Snake" and "Pong" this year in a little more than a day or two per game.
I'm actually playing around with XNA+C# right now, and I agree that it is (in general) very easy to develop with.
Just - for the love of God - if you're going to get into doing reflection in C#, understand that you are about to stare into the void, and mentally prepare yourself for that.
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[ 2.3 ms ] story [ 37.6 ms ] threadAnyway, the video works: http://www.youtube.com/watch?v=VBy6sxSB8vw
Edit: Hm. Now it seems to work.
Just one other comment, did you notice that all shaders mover around constantly? For example, the texture of the border of the playing field is turning anti-clockwise constantly. This also happens with the obstacles in the center.
Thanks :)
> I would just make one change, that is to give a texture to the white "apples" (that's what they are in the original game I think).
Yes, I would like to do that. I haven't decided on how I want them to look, but apples might be a good idea. Now I just need the texture and the time to implement it ;)
> Just one other comment, did you notice that all shaders mover around constantly? For example, the texture of the border of the playing field is turning anti-clockwise constantly. This also happens with the obstacles in the center.
This is intentional, to make it less boring :)
Looking at the video it feels like the black spots on the snake can be given a little bit more contrast to distinguish it from the background.
Thanks :)
> Looking at the video it feels like the black spots on the snake can be given a little bit more contrast to distinguish it from the background.
Yes, that's true. I don't have the proper tools to make the textures I want, though, so I just went with this one :)
I don't really have any experience with any higher level API, so I guess I can not help you there.
To me, it is important to know a bit about the inner workings of an API. I guess you could say I prefer to learn bottom-up. This means, even if I end up using a higher level API, I still "need" to know how to use OpenGL directly. That's how it works for me, anyway :) Good luck.
Seriously, give it a try. You won't regret it!
Just - for the love of God - if you're going to get into doing reflection in C#, understand that you are about to stare into the void, and mentally prepare yourself for that.
Heh.