Thanks. So when I do that, how do I access each individual texture from a GLSL fragment shader?
you will have two uniform sampler2Ds in your fragment program and you will access each with the stander texture2D function the only difference is that you will have two uniforms instead of one. You will send textures to your shader like so:
//Sample code used for normal mapping
If you are programming this in a high level language like C++ or Java, you can use the included classes for sound file playback. If you want to synthesize the sound in real time there are a few audio libraries out there that can do that too. It would really help to know what language/IDE you are using.
considering he tagged winapi one can infer that he's on windows and is probably using c or c++
Do you want to load just a basic mesh and display it or do you want to do something cool and construct it from a heightmap or something? How are you using opengl in java is it JOGL or lwjgl or something else? If your using the heightmap way what you want to do is load a grayscale image in a way that you can address each pixel and ill give you some psuedocode:
Wow this is embarrassing, turns out that bullet does most of this heavy lifting for me, all I needed to do was pass the time since the last update. My efforts to control the timestep seemed to do nothing but compound the problem.
You will need a lot of time and patience, but after a 5+ years, you should be able to program almost everything you wish (but be aware that the time needed to do it will still be in years).
5+ years, That's ridiculous. I started programming not much older than him and I picked up C++ in a year, a year later I was writing full blown 3d games in C++. My advice is skip C# and spend a while getting to know C++ and you should be able to program almost anything in 2+ years if you work hard.
Right now in my game engine I store my objects in an array whose size is defined at load time. This is all well and good but what do I do when an object is added during runtime like using some kind of spawner, the array would have to expand and this is slow. Ideally I would have something similar to Bullet Physics where I can do:
How would something like that work? I never defined a specific size. Does it use a container class from STL?
So OpenAL used to be LGPL but is now proprietary. I don't get how they can just change the licence like that. Is OpenAL still free to use? There appear to be other compatible implementations that are open source, is it just Creative's implementation of OpenAL that's closed source or is it the whole standard? Should I use one of these open source implementations, should I use an earlier version? (I'm not an opensource freak but I don't like it when other companies control parts of my game)