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Member Since 06 Jul 2006
Offline Last Active May 20 2016 07:30 AM

#5285937 Anyone here a self-taught graphics programmer?

Posted by Geri on 08 April 2016 - 06:36 PM

well, i am more a generic programmer, than a graphics programmer. and also, i am a programmer, not specifically a game developer. i sometimes touching the game industry with my works, but nowdays i would not classify myself as a game developer. 


talking from graphics - i used third party engines at first, but they was too buggy (just as nowdays), so i self-learned graphics programming with opengl 1.0 using tutorials on the internet. i was not a good programmer in C at that time, but i was still able to put together my stuffs relatively easily. at first, i not actually learned anything beyond my needs (~10 necessary opengl function to paint textured geometry), i just wanted to display the graphics i needed, but not cared about the features of opengl beyond that.


later i enhacned my knowledge a bit more, to cover newer technologies as my hardware (and as the market demand) become more modern (voodoo3->geforce4->radeon9800). my middle-scool math skills was more than enough, and if i need a formula, its easy to find it on the internet. later i started to design software renderers, becouse i was not satisfyed with the conception and compatibility of opengl, gpgpu and shaders. 

#5277515 need guidance about minimax

Posted by Geri on 22 February 2016 - 07:21 PM

i have a chess, and several other table games, all using some types of minmax algos. for simplier games, i just give the pointers of the modified array, and they fully recalculating the points of that table. in chess, i store and morph usually special bits to every puppets, like if the puppet is alreday moved (need for castling, enpassant).


i not think a minmax can effectively used in complex 3d games, you must design more advenced techniques to achieve your goal. 

#5268848 Need hardware recommendation

Posted by Geri on 02 January 2016 - 12:08 PM

IIRC windows has had greater requirements at least since XP especially in the RAM department.  Also you don't have to test your game on the same machine you develop on.  While I in a way basically agree with you I think 600mhz and 256 is a little on the low side.



Windows XP officially needs a 233 mhz Pentium1 (or equivalent) CPU (300 mhz recommended) with minimum 64 mbyte of RAM (128 mbyte recommended).

dont foget that windows xp is from 2001. (i even used it sometimes back then on pentium1-166 mhz, it still runned good).


in phones, 600 mhz and 256 mbyte RAM was usual in the past years. today, the lowend is around 800 mhz and 512 mbyte RAM, but older phones are still in use, so i dont know. 




there should be a line, where it is certainly a bad idea to go below. but the question is - is this limit an ecsact number, or not?

a 600 mhz duron cpu is more than twice as fast as a 800 mhz VIA c3, while tons of c3 was built into netbooks back then. lot of them are still in use, and they graphics chips are not yet even mentioned. first generation intel atoms are also very slow. 



i meditated a bit on this question back then, and i decided that 600 mhz and 256 mbyte ram is the absolute minimum (for software rendered graphics), that should be able to start most of my software, even if it is far below the enjoyable speed. for simplier hardware accelerated softwares (like mario clones, etc), i would suggest otimizations to run at least on 25 fps on computers like this (and have an opengl 1.0 fallback so old integrated gpus could run it).

#5268828 Need hardware recommendation

Posted by Geri on 02 January 2016 - 08:35 AM


Is grandma a gamer and do you include her in your demographic? (...) That is unless you've written the next candy crush to appeal to grandma, in which case it should be a smartphone app, right?...



basically yes, you answered your own ironical question in the way you not wanted to. the stereotypical ~20 year old lifeless gamer kid as a mass-market force simply not exist any more. so releasing versions for cell phones are very important, and pc versions also must work from very small machine demand. i would say everything above 600 mhz and 256 mbyte RAM must be supported, if it is technically possible  (both on x86 and arm side), while the thing should be able to scale up to current 10 core arm cpus and 16 threaded intel desktop cpu-s and/or gpu-s to offer better ergonomy for the power users too.


its not like my softwares would be able to fullfill this requirements at all, however, in the last 1 year, i started to make serious steps to achieve this with some partial successes.

#5268814 Need hardware recommendation

Posted by Geri on 02 January 2016 - 06:30 AM

i dont think it is a good idea to buy a strong computer for game developing. remember, the mass of the users will have relatively old computers, and your game must run properly on them. ifs better to buy some cheap testing machines with intel, nvidia, amd, sis and s3 graphics, if you want hardware 3d. you may need a few cell phones with different chips, if you want to develop 3d apps for android. i personally having amd, intel, via, vortex86, and even cyrix processros as testing systems, and having a few things with ARM chips and linux and/or android. 

#5268204 Why automake?

Posted by Geri on 28 December 2015 - 10:57 AM

i personally dont use such things. usually, i use codeblocks to compile, after adjusting the settings carefully. or some times, for simple projects, i just type the compilation command into console.

#5220551 How it will be a company?

Posted by Geri on 31 March 2015 - 01:53 PM


#5204928 Porting my game to Linux

Posted by Geri on 17 January 2015 - 09:47 AM

Has it occured to you that they might be right? Link the bug report, and we can confirm/deny.



its possible in some case of certain financial conditions.

#5204903 I am beginning to hate the IT and gaming industry.

Posted by Geri on 17 January 2015 - 06:13 AM

Once I got literally yelled at      (.......... )  A peaceful life in the mountains of western Hungary is sounding nicer and nicer by the day.



well, here they usually yell at the worker all the day :D

#5204900 Porting my game to Linux

Posted by Geri on 17 January 2015 - 06:01 AM

you can use codeblocks or any other ide, that compiles your object files, and links together the stuff, so  you dont need into makefiles, if you dont want makefiles.

also if you dont want to use ides, like the codeblocks, you can just give g++ main.c -o mystuff -lfreeglut -lwhatever.

i dont know, if mint has glut develop files, but usually you find the package with freeglut-devel, or with a name close to that

i dont suggest clang, its buggy like the hell, in reality, it compiles slower binary, and they refuse to even care about bugreports (or at least from my bugreports, they calim its not a bug, i doing it wrong, etc).

#5139215 Software rendering tutorials/examples

Posted by Geri on 15 March 2014 - 06:24 AM

JohnnyCode: i disaggree. maybe in *theory*, you can get the biggest performance, but using gpgpu would so much limit the number of compatible systems and would make so many extra work and compatibility issue, it would basically double the required work, and would make the whole thing almost unsellable, becouse there is a limited number of users with proper computers to run it. maybe such minor works like antialiasing, and other various filters effectively can done with gpu in this case, but that would not significantly boost the rendering ,,pipeline'', and should be maked with the possibility to disable it and use the software fallback.

#5138771 Avoiding dark areas in ray tracing

Posted by Geri on 13 March 2014 - 04:04 PM

have some fake color multiplier even on the dark locations, otherwise you will get this. i use 0.6 or 0.8 ambient light multiplier for shadowed places, those are ideal for my taste, but the practicular number basically varies on every scene.

#5138770 Software rendering tutorials/examples

Posted by Geri on 13 March 2014 - 03:54 PM

i dont suggest to study these outdated technologies like the q2. those optimization tricks will not work any more, and keep in mind that we have superscalar cpu-s now. also remember that you will need an agressively multithreaded code to achieve fast speed with nice quality. just write your renderer, and if you find a part that is too slow, then meditate/study/doodle that practicular problem.




my last (software rendered) free game, done for a game competition. it uses ray tracing, runs playable in 320x160.

#5128506 Writing a software renderer

Posted by Geri on 03 February 2014 - 01:25 PM

i dont really suggest to copy codes to do your renderer, you should fully understand and have control over the whole process instead.

#5118891 TitaniumGL, opengl multiwrapper for your game (opengl,d3d,multicore soft-render)

Posted by Geri on 23 December 2013 - 01:49 PM

no, they dropped that plan


vista and win7 have the same opengl fallback that windows xp had. both xp, vista and win7 have a software rendered opengl fallback, and a special d3d9 based fallback which is deactivated. this last does not work with generic softwares at all, becouse its deactivated and not oficially exist, it cant be accessed, only can be turned on by installing some special tools to allow it. the opengl software renderer of microsoft, which is the generic fallback, can render a few thousand polygon around half or 1 fps even on the newest core i7 cpus, so it not really works in practice, and does not works with generic games or softwares at all. microsoft wrappers supports opengl 1.1 without any extension except to control vsync and abgr, and they crash from the most texture formats or even from the most basic functions. microsoft have this fallback unchanged since ~2001. in practice, both its useless, no software is compatible with them. microsoft was unable to deliver they opengl 1.5 wrapper/implementation at all, they discontinued the development after a few month of struggling. they opengl 1.5 plans are not available any more. http://msdn.microsoft.com/en-us/library/windows/desktop/ee417756%28v=vs.85%29.aspx


(the case is the same with directx, they originally planned to have a fast and good multithreaded software renderer fallback for directx, but they cancelled that too, software renderer only available after installing directx sdk only after special linking and initialization of the software, its cant be used in practice. also thats 0.5-1 fps so its useless in practice again)