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tuket

Member Since 25 Sep 2013
Offline Last Active Mar 31 2015 09:48 AM

Topics I've Started

Bounding Shapes static or dynamic

30 April 2014 - 11:58 AM

Hello, I am new at 3D game programming.

I have decided to get started using Irrlicht and bullet.

Since I am starting I have many doubts about how 3D games are made.

 

I was wondering how collision is usally implemented.

Let me explain, I have read that you can make a model in blender and export to a bullet format and also export to a format that Irrlicht can read for rendering. Then you can update the Irrlicht position and rotation from the position and rotation bullet returns as a result.

But many times I think this way of doing things can improved in terms of efficiency.

For exaple, look at this 3D model:

000-3d-model-Fence_07_hd_01.jpg

 

Do I really need that fence to be that so detailed in the bullet model? I don't think so.

Probably the fence is not going to move and probably I don't want small objacts to go through the fence.

I think that a box would be a good simplification.

In general, I think that many times models could be  simplified in a small set of very simple shapes.

Are the kind of simplifications done in practice? Are they handcrafted or produced automatically? What happens when skeletan animation is involved?

 

Thanks and sorry for my english.


Write old opengl or new OpenGL?

25 September 2013 - 03:17 PM

Hi everyone. I am new to OpenGL and also to this forum.

I wanted to know which are the benefits of using the newest specifications of OpenGL. Is it not better to use the older versions so more computers are able to run my game?

I ask this because I have been reading this online book Learning Modern 3D Graphics Programming and it uses newer version of OpenGL than mine and I can not even compile the examples.

Thanks in advance.


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