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Member Since 06 Jan 2008
Offline Last Active Dec 14 2014 04:10 AM

Topics I've Started

Three.js for desktop application?

13 December 2014 - 06:53 AM



I started writing a desktop application not that long ago and instead of using my traditional approach of simply coding everything in C++ and using a few external libraries I decided to write the application in javascript + HTML5.


At first I considered writing just the front-end UI in javascript but as I discovered more and more libraries such as Three.js I thought I might aswell just code the entire application in javascript and only create a few interfacing functions to the system, such as reading/writing files.


I was just wondering if by-and-large you would consider this to be a bad solution for a desktop application, I'm at the stage currently where I could easily start developing the application again in C++ and perhaps use OGRE or some other equivelent graphics library.


I know that web applications are all the rage nowadays buy I don't know if developing a 'web' application purely for desktop is a justified approach, considering the additional layer of abstraction and that javascript, even though an extremely powerful language, does lack a bit in certain areas.


I was just wondering what aproach you would take?



Good books on mathematics

20 October 2014 - 02:57 PM



I'm looking to purchase a few good books on mathematics aimed at people who have a good understanding of maths (degree level education) but struggle with some of the more advanced topics.


I read a lot of techical papers and I'm often discouraged when presented with page-long equations that rapidly change through unknown rules of algebra and when terms such as 'third degree polynomials' are thrown in. I would like to find a book that doesn't end with the term 'for dummies' but which also doesn't assume the reader is an expert in their field.


Being a game programmer I have a really good undertanding of trigonometry and calculus but I'm more so looking for a book that decribes how to understand mathematics as it's presented to the reader (if that makes sense). The main reason I ask is because I was reading a paper today on Cubic Splines which I mostly understood but struggled a bit when it came to calculating the derivatives, particulary the part with the system of equations.


I surfed the web a bit and seen a book called "Mathematics: Its Content, Methods and Meaning" which I though might be useful but I decided to post here first to see if you guys had any good recommendations.



OpenGL, RAII and Multi-threading

26 August 2014 - 05:12 AM

I'm currently porting some OpenGL code from an SFML framework to Qt. I've noticed that with Qt you have to initialize OpenGL in a callback method (extending a QGLWidget class) whereas previously I would have initialized OpenGL at the very beginning of the application. This has caused a few problems for me:

The main problem is that the code uses a lot of RAII and OpenGL resources are allocated in object constructors throughout a large hierarchy of classes. The root of this hierarchy is of-course the Application class (which contains the QGLWidget).

I now find myself having to go through all classes which use OpenGL resources and adding an 'InitializeGL' method. This ensures that the OpenGL context has been initialized and that the resources are being allocated on the correct thread but it makes the code look and feel very wrong, especially since there are classes which have nothing but OpenGL resources and could even be considered as just extending the existing API.

One solution I considered would be to Move the application initialization stage into the initializeGL method but this seems like a terrible solution.

Another would be to abstract the rendering interface to allow for OpenGL resources to delay allocation until the OpenGL context has been
established and/or the resources are actually required. For example: load a texture image onto the CPU and in the Application's render/draw method check if the texture has been uploaded to the GPU yet, if not then upload it. This ensures the resources are allocated in the correct thread and allows the resources to be aquired in the object constructors without consequence.

I would usually just go with the first option here (and have done in the past) but because this code will most likely be the foundation of a large code base I was wondering what the best solution would be.


Java and JOGL for serious Game development?

07 August 2014 - 11:49 AM



I've recently being having a lot of headaches with C++ and OpenGL, I upgraded my OS to Ubuntu 14.04 and a few of my applications have stopped working and are throwing GLSL compilation errors. This is obviously due to the differences in opengl versions, is there anyway to enforce a particular version of opengl consistently throughout the development of a project in C++? I recently developed an opengl app on android and all the opengl methods were encapsulated in a GL10 class which made things so much easier... going back to C++ just makes me feel dizzy :(


I've always used GLEW, an extension library, which I believe (could be wrong here) is required to actually use any opengl API above 1.0 ? but I don't know if there is any way to throw a compiler error if the opengl version is incorrect. Also, I'm not entirely sure how I would install a previous version of opengl on my machine, it use to be that it was fully backwards compatible so that wasn't really an issue but they've removed a lot of methods in later versions of opengl.


I'm thinking about switching to using Java and JOGL for any future applications I develop because of this but I'm concerned about performance, has anyone here developed any graphically demanding games in Java/JOGL?



Just about to release a game...

28 July 2014 - 10:24 AM



I'm just about to release an android game on Google Play for the first time. I'm not really use to self-publishing and was wondering if there is anything I must do before releasing a game such as copyright procedures etc.


I wrote all of the code for the game and done most of the artwork but some of the models I took from turbosquid; but only those under the Royalty free - for all extended users license, likewise all of the sounds I used in the game are under the Creative commons 0 license and any external textures I got from cgtextures.com (which I believe are all royalty free).


I've skimmed over android's Launch checklist: http://developer.android.com/distribute/tools/launch-checklist.html but intend to read through it  thoroughly before release.


I was just wondering if there is anything else I should do to avoid any lauch disasters? anything that could cause the game to be brought down etc.