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Kaptein

Member Since 03 Feb 2008
Offline Last Active May 26 2015 09:53 AM

Posts I've Made

In Topic: C# seems good, but....

08 January 2015 - 08:36 PM

I suggest Java or C#, since you won't get bogged down with all the complicated stuff that C++ has. Not to mention finding and utilizing all the right libraries just to get a window up. And setting up a toolchain. If you're gonna use C++, at least use multiplatform libraries and GNU compiler suite. If you just want to program inside of Windows for Windows, use C# for everything. It's going to take a long time (years) before you should even think about speed. Java and C# are not slow. It's just that C++ let's you do certain things manually, such as memory management and placement new. Which is an expert level topic.

 

Depending on what you want to achieve, or if you're like me, just want to program games - there are 1000 things to learn, which is why its not a good idea to start with something slow like C++. You'll want to learn about programming in general, data structures, object-oriented programming, basic memory management, lots of algorithms, linear algebra (which lets you do cool stuff like rotate objects), timestep/tick combined with physics, networking. And so on.

So, it doesn't matter what language you choose. What matters if what you learn, and what you think is fun and interesting to do. Pick a language that is easy to get started with and has a gigaton of material. Avoid choosing a complicated language (C++), or one with less material to choose from (Basic derivatives). You don't want to get stuck on small things that don't matter.

 

Good luck :)


In Topic: Opengl Spazzing out for no reason

03 November 2014 - 01:45 PM

So, it was well-defined undefined behavior after all :)

It's something we've all been struggling with over the years..


In Topic: OpenGL Bump Map -- Texture artifacts ?

28 October 2014 - 09:55 PM

White & black dots can be the result of math that produces errors. 99% of the cases are sqrt(negative number) and ~zero-length vectors.

Flickering is usually uninitialized variables.

Completely white/black is usually missing/empty texture, or missing/uninitialized uniforms etc.

 

 

Check your inputs for errors.

Transfer normal and tangent to pixel shader (interpolated) and show their magnitudes. color = length(vector);

white = good, black = bad

 

Eventually you will find the issue. It helps alot to know what values certain things should have. For example, directional vectors (normal, tangent, binormal) should all be length == 1 (white).


In Topic: OpenGL/GLSL version handling

27 October 2014 - 10:20 PM

A core context can be created for OS X now at least, although it does seem like the devs don't really understand the pros (and in other cases -necessity-) of using core contexts explicitly.

At some point it will be added, I guess.

 

See: https://github.com/LaurentGomila/SFML/issues/654


In Topic: how to limit fps in glut ?

25 October 2014 - 06:36 PM

Although you should be using VSYNC, you can do some waiting in-between frames if the game is essentially idle:

http://stackoverflow.com/questions/23258650/sleep1-and-sdl-delay1-takes-15-ms   (even on XP)

 

 

It is a little bit shameful how it is now on Windows...


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