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Member Since 07 Sep 2010
Offline Last Active Feb 17 2014 11:23 PM

#5116060 Strange lighting issues

Posted by on 10 December 2013 - 06:44 PM

Ahah you saved my life. I'm still a little confused about the matrix multiplying the light positions.


Right now, the UpdateAllLights() happens after the modelview matrix has been established.


Where would you reccomend that this be placed?

#5112233 Handling time travel from faster-than-light travel

Posted by on 26 November 2013 - 02:51 PM

While we convince ourselves that these limitations exsist, there is a certain uncertainty in the universe that tends to make anything possible. The writing for your game should be able to convince the players of this, give them a reasonable explanation, but leave things open ended and kind of mysterious. You're not teaching a quantum physics class, so you have a bit of artistic liberty when it comes to these things. Offer secondary explanations that allow for whatever your game needs. You're not writing a history book, so put what you want in it so long as it maintains the user's sense of immersion and can manage to suspend disbelief. People want to be told that it's possible, whatever it is, so just find a way to make it so and make it seem believable to a certain extent.

#5112210 Anyone here a self-taught graphics programmer?

Posted by on 26 November 2013 - 01:23 PM

I started working with graphics back in 07 working on the Nvidia SDKs and Maya 5. Moved up to programming a decent graphics engine that i'm pround of. No formal training, outside of highschool programming classes.

#5009726 Can you create a Vector of structs in C++? I need help with a unknown error p...

Posted by on 12 December 2012 - 12:59 AM

vector <int*> names; works, so then wouldn't you have a vector of structs or classes if the int* referred to the addresses in memory of different data structs?