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Spirrwell

Member Since 11 Nov 2011
Offline Last Active Jan 13 2016 11:31 PM

Posts I've Made

In Topic: Texture Coordinate Mapping (OBJ)

30 November 2015 - 12:06 PM

Do you have backface culling turned on?  Try it if not.

I do actually.

 

Sanity check, when you load it in your program do you have 24 vertices and 24 texture coordinates?

 

I'm guessing you have less vertices than texture coordinates, in which case you need to weld your vertices. Basically, for each unique vertex + texcoord combination, you need to create a unique vertex (because obj files have separate indices per component, but OpenGL only supports a single array of indices).

 

See I was wondering about that, that seemed weird. So welding vertices huh? I'll have to research that. Thank you so much! That makes perfect sense!


In Topic: Using Physics to Generate Sound

17 October 2015 - 03:40 PM

Oh thank you. But honestly, Googling didn't give much help to me because I didn't know what term would be used to describe it. But physical sound synthesis huh? Thanks for all of the information! I'll go through it now!


In Topic: Is working in terminal/console really a waste of time?

01 June 2014 - 06:03 AM

I started writing programs in the console in C++ as well. Do I feel like it was a waste of time? Not exactly. I think starting with console programs helped me to grasp the fundamentals of programming, but I do wish I had worked with something more graphical.

 

The console helped me learn the basics like if, else, classes, and such. But it took me a LONG time. I couldn't grasp the concept well because there wasn't much there for me to work with. Without my good friend YouTube, I don't think I would have learned. I wish it was explained to me how other stuff works, like in order to start making basic games you should look into OpenGL\DirectX and libraries associated with it.

 

I didn't really begin to grasp everything until I switched to C# for a while messing around with the XNA Game Studio. It was TREMENDOUSLY helpful. Because everything was right there and I could finally see how things worked. Do I think learning how to program in the console is a complete waste of time? Not at all. But if you're looking to go into game programming, it may be more beneficial to start with something else.

 

You have no idea how excited I was when I re-made Pong in C# with XNA. It was an amazing feeling, like something was actually coming together. It was the simplest of games and it was a wonderful start. Then I moved back to C++ with the SDL library and I felt even better. I wish I had started with making a simple Pong clone in the first place.

 

I see a LOT more use for the console now that I've actually learned quite a bit. But starting out with it, I thought the console wasn't all that helpful. I think what actually made me like it was making a simple text adventure game. That was the kind of idea I needed to like the console. Because up until then I couldn't think of much use for it. All I could think was what in the world was it good for? Although now I think the console is pretty amazing. This is my long answer, I wish the poll had a third option.

 

Also, I think it may be important to mention, that I didn't have a teacher, and that may skew my view a bit. YouTube was my teacher. I was learning on my own.


In Topic: Power Up Table Tennis Contest

15 September 2013 - 02:34 AM

One question, when you say the game must be 2D, does this mean that simply the game has to be 2D, or is it mandatory that every aspect of it is 2D like a logo or something?


In Topic: SDL_Layer even slower than SDL?

26 January 2013 - 06:57 AM

No, SDL 2.0 isn't truly attached to OpenGL, in fact I believe it has a Direct3D backend too (need to make sure). The software renderer is still there too (and in fact has more functionality than it used to have, since now it can draw some shapes too). But yes, it will try to go with the GPU by default and resort to software rendering only as a last option.
 
SDL 1.2 indeed requires you to use OpenGL explicitly because by itself it'll just do software rendering.

 

Ah, thanks for that bit of information. I didn't know SDL 2.0 had a Direct3D backend as well. Good stuff to know.


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