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Member Since 26 Nov 2012
Offline Last Active Oct 02 2015 02:56 PM

Posts I've Made

In Topic: problem with vbo

16 September 2015 - 01:08 PM

could you give more details? How are you creating your projection matrix? How are you using your projection matrix/vbo data? Have you set the GlViewPort to 800x600? Did you bind the vbo?

In Topic: So I want to make a game from scratch in C++

13 September 2015 - 03:40 PM

Be careful. Making a game in C++ is definitely a fun challenge (and sometimes fustrating), but you must make sure that you have experience in easier methods, such as using GameMaker, or Unity. Making a game in C++ is pretty much the second hardest way to make a game/game engine, aside from making the whole thing in assembly. You will need a lot of experience to aid you, so that you do not feel like you are overwhelmed.


I'd highly recommend starting with GameMaker, Flash, or any 2D game making software, and then move up to Unity, and then the C++ stuff if you are ready for it.


"Aside from this, what other things do I need to know in order to make a game?"


Lots of things smile.png


-A lot of 3d math, preferably Linear Algebra and Trigonometry. You may not need to know any Calculus, except if you are doing something extremely complex and unique involving 3d functions and rates of change. Linear Algebra is very important, as it is used to transform(translate, scale, and rotate) objects, as well as graphical effects like shadow mapping.


-You need to know where all the tutorials are at. OpenGL-Tutorial.org, Rastertek.com, etc.


-You need to know how to load files as fast as possible. Loading in video games is always too slow, so the faster the better. Get used to using a lot of binary files, and loading a lot of contiguous data.


-Know which libraries to use. This is very important, because different libraries can support different Operating Systems, and may or may not be up to date, or as fast as others. AFAIK, there are about 20+ different rendering libraries out there.


-Know how to compile a library. I wrote a topic on that here: http://www.gamedev.net/topic/663810-how-to-compile-libraries-for-c-mingw-with-msys-on-windows-for-indie-game-developers/

In Topic: Is there a language like Python but without the tab requirement?

13 September 2015 - 02:20 AM

l0calh05st obviously writes all of his programs on a single line, didn't you know? It saves disk space.



I could not imagine writing an entire game engine on only one line. I'd probably need therapy after just getting a quad rendered to the screen with C++ and OpenGL.

In Topic: Struggling with casting cloud shadow on earth sphere in OpenGL

13 September 2015 - 01:31 AM

Try generating a new rotation matrix just for the cloud shadow. Do not use the same one, because it will add its rotation to the earths rotation matrix.


Generate the new rotation matrix by subtracting the clouds rotation by the earths rotation, and then create a rotation matrix out of those newly calculated rotations. Plug it into your shader, and that should fix the problem.

In Topic: Resource cache for game engine

13 September 2015 - 01:16 AM

I use a very similar methed to what you are using.


I store what I like to call ObjectDescriptions inside of a map, with a string as the object type name and the key. I read them from the XML file on startup, and just create them and store them in the map.


So far, I have not had any problems with this.


For adding specific values to your game objects that you create, you may wish to export those values from your level editor separately (or from a script of some kind, like what Amnesia does), and assign the values to the already created object. I store my level data in a binary file, which is way faster to read from, with contiguous data chunks.