Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 13 Aug 2011
Offline Last Active Yesterday, 03:07 AM

Topics I've Started

Podcast on OpenGL & Vulkan for beginners and advanced Users

08 October 2015 - 03:02 AM

Hi all,

i just stared a Podcast on OpenGL and related Topics like WebGL and Vulkan.

You can find it on iTunes: https://itunes.apple.com/de/podcast/opengl-vulkan-podcast/id1047136194?l=en

I will try to provide a new episode every week.
If you have a wish for a topic, pls write me !

For those who are going to answer with negative attitude to this post:

i am sacreficing my free time to help people i dont know for free ... so rethink you post twice !


Octree and BSP in Action ... but how

19 April 2013 - 10:13 AM

hi there,

i am working on my own 3d game, and just like to use a octree or bsp for it.
so, i read many pages about the topic - and understood it.
implemented the bsp in my system and tested it.
fine so far .... BUT !
i have a BSP tree now... how do i connect objects / triangles / verteces to it...
i have this structs that represent a node or a leaf... they know parent and child ...
but once i found the node, i wanne know whats inside it ....
but how do i connect the objects in my world to it ????
should every node have a array
object3d *insiders[100];
or should a object have a member
node *surrounder;

and what if i like to keep this informaions for triangles or even vertexes ?

i miss the last hint to get this right.... this is not mentioned in any of the tutorials i have read.

thanx for a hint on this one !


ideas about collission detect in game level

16 March 2013 - 02:31 PM


i just wanne know how you would solve the collision detection in a game like counterstrike ? thinkmabout the buildings eg. so there are walls with doors - caves , and so on....
so i had 2 ideas beside coll detect with every triangle.

one is to have a invisible geometry that encapsulates every space you cant access ( walls, ... ) and use isInside() function to check every frame ( in octree of course )

second is to draw boxes above every solid element using its normals and test for pointInside() this triangle boxes - again of course with octree preselect.

i have these ideas but bevor i start implement it , imwanne hear how you do it... maybe i just did not thought of a more simple idea..


Simple Triangle and CullFace

02 August 2012 - 09:39 AM

Hi all,

seems i am not at my best today...
for one houre i am dealing with a simpl VertexArray to be displayed.

Finally the Triangle shows but only from one direction... when the camera mooves it´s gone pretty soon ...
Yess ... Cullface i know ... but i disable it allready ...

What may i have forgotten ??

// activate and specify pointer to vertex array
glVertexPointer(3, GL_FLOAT, 0, MyArena->vertices );
// draw a cube
glDrawArrays(GL_TRIANGLES, 0, 200);
// deactivate vertex arrays after drawing


Free Programming Trainings for Beginners in Germany

02 August 2012 - 03:28 AM


i just like to tell you about my absolut free Programming training Project: Co Op Mob

Everyone may take part in the trainingsessions for the different topics.

This is right now taking place in Germany, so sadly if you come from elsewere i cant teach you.

Programming only is real fun in a Team !