Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 19 Feb 2012
Offline Last Active Today, 01:37 PM

Posts I've Made

In Topic: Simple Data Structure for quick look-up of "closeness" on 2D grid?

Today, 04:42 AM

You don't even need to make their size equal of the radius, but just have them a fixed-known size. Then it will just be a matter of factor (fixed and known too) compared to what Kylotan said.

In Topic: Change win32 origin?

Today, 02:24 AM

I'm not sure if there are such abilities in the Win32 API.


But for sure you could just revert it yourself by the code with few overhead:


void drawPixel(int x, int y, Vec3 color)
    someW32PrintPixel(x, viewportHeight-y, color.rgb);

In Topic: My Properly-Created OpenGL Context Is Lying To Me.

Today, 12:12 AM

Do you have glx 1.3 ? This is the minimum requirement for this in order to work. Also, I don't see any framebuffer configs. If you show your code, people could help you more easily.


Also, you might be interested in reading this.


Finally, generally nowadays, people tend to use existing libraries for doing this (ie, SDL, SFML, glfw...). These are helpful.

In Topic: OpenGl or Vulkan?

Yesterday, 12:19 AM

Yes, why not using an existing modeler like blender or 3D Studio Max and, if required, create your own export plugin that fully match the requirements of your raytracer ? And if not necessary, use the default obj export, which might be enough.


If blender or 3D Studio Max is too complicated, try wings3d (http://www.wings3d.com/) or k-3d (http://www.k-3d.org/) for example. They are more easy to start with.

In Topic: Start from the scratch

Yesterday, 12:05 AM

Since you're not a developer, I would advise you to make your pong with python. First in 2D, then move it in 3D.


Then only after try to make the same thing with another language like C or C++. With these languages, you'll have to deal with the memory yourself, you'll have to carefully choose each type of each variables, and you'll have to implement most of your algorithms. You'll also have to choose your dependencies (which library for doing the rendering, which one for the physics, which one to manage the GUI, the network, the audio, the model loading...).