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Member Since 31 Oct 2011
Offline Last Active Dec 26 2014 06:40 AM

#5175655 3D Graphics with C#

Posted by on 23 August 2014 - 10:45 AM

I do this for fun and practice, and as a nice change on Unity3D which I use for school. 


I'll stick to OpenGL for then, and I'm going to check out OpenTK now!


Thank you

#5085064 Drawing entities from back to front

Posted by on 11 August 2013 - 06:30 PM

I just found out I could just do this:

glAlphaFunc(GL_GREATER, 0.1f);

This does exactly what I wanted.

#5084963 How to avoid depth fighting

Posted by on 11 August 2013 - 10:41 AM

Thanks for the answers.


I currently render the door 0.001 outside of the wall, and depth fighting now only happens when I'm far away from the wall. So it works, but it's not a permanent solution.


Both the walls and the door are just entities in my game. Only the wall takes 2 position parameters intead of 2 (the wall being rendered from the first to the second position) and I really like the simplicity of that but I'm afraid I'm gonna have to come op with a more complicated system.


Is there a way in openGl to 'draw' a hole in something? It would be a great solution for this and some other problems I will encounter.

For example: can I tell OpenGL to draw a rectangle (using GL_QUADS) from 0,0,0 to 20,0,20, and then tell it to 'dedraw' a rectangle 5,0,5 to 10,0,10? It would be great but I don't think this is possible this way except by breaking up the first rectangle into 4 rectangles surrounding the hole.


And Sik, I understand what you mean, but I was actually trying to avoid adding detail as much as possible to keep this project simple. That's why I chose a retro-look and made the player unable to look up and down. (The camera can only turn left and right)


By the way, it won't be possible to open the door, you just press the action key when you're close enough and will be teleported to the inside of the house, wich is just a seperate room.

#5016429 Playing with a theme for a game

Posted by on 01 January 2013 - 12:25 PM

Well, a plot twist seems like a good idea to me. But how about this:

In the end it turn out that the only reason the players were send on that mission was because they wanted to get rid of them. or at least to keep you busy for a while.

They won't discover that until the end.

However, in the end the mission seemed to be useful after all. Maybe because the player has discovered something important or destroyed something witch would have caused a lot of trouble if it was not destroyed on time.


Just throwing some ideas here. Perhaps it might help you. ;)