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Nairou

Member Since 23 May 2003
Offline Last Active Apr 10 2014 06:54 PM
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Posts I've Made

In Topic: Trying to project a point onto a cubemap

22 December 2013 - 03:19 PM

Thanks for the reply. I actually had that thought as well, but got stuck trying to implement it. I'm pretty sure I could create a forward vector and use matrices to rotate that by the x and y angles, and then extract the position. But I don't know if there is a more direct way to convert it. I thought I could use the angles directly and just normalize them to get a point, but if the camera looks directly at the point then the angles are zero, and I get an invalid result doing that.


In Topic: Stationary FPS/Dungeon Crawler Programming Burden

13 October 2013 - 10:08 PM

Thread is a bit old, but I wanted to point one thing out. You mention several times the desire to remove heavy programming and make the project as light on programming as possible. I assume this is with the intent of making things "easy" for whatever programmer you end up working with, in hopes of getting work done.

 

While that is a good idea when trying to do the programming yourself or use an existing framework, I don't think that is a valid concern when bringing in an experienced programmer to work on the project with you. Most programmers (especially those in games) do programming because it's what they enjoy. If we didn't like programming, we'd be doing something else. So reducing the amount of programming required is, to some degree, making the project more boring from our perspective. With less programming, you have less features, less options, less of a game to be proud of in the end. You don't want to cut down on programming effort for it's own sake. That's like asking an artist to help with a game that only needs drawings of stick figures in crayon. Where's the fun in drawing that?

 

Instead, have a clear idea of what game you want to make, and all of the necessary features and details. Think it through, don't be overly vague. If a programmer likes it, they'll do the necessary programming to make it happen. Stay focused on what's important, the end result.


In Topic: TTF Font Libraries?

04 May 2013 - 09:54 AM

I use freetype (the original, not freetype-gl), and rasterize my fonts to a texture when my game start up. Then to draw text on the screen, I just generate quads with the font texture, one character at a time. Doesn't require anything special, and works on all platforms.


In Topic: Expense of modifying/replacing loaded textures

02 April 2013 - 08:07 AM

There's no specific OpenGL technique for this.  Instead you allocate two textures (let's call them 0 and 1), then update texture 0/draw using texture 1 and vice-versa on alternate frames.

 

But I'm assuming you can't have both textures bound for this to work, right? If you updated texture 0, and the shaders knew to only sample from texture 1 this frame, would the GPU really know that texture 0 wasn't accessed? Or would you still end up with a synchronous flush from updating texture 0?


In Topic: Expense of modifying/replacing loaded textures

02 April 2013 - 06:51 AM

If you need to update the texture frequently or if your updates always cover the whole body of the texture, you should double-buffer the texture, or possibly triple-buffer it.

 

Very interesting, I didn't know textures could be double-buffered. Do you have any links on doing this in OpenGL?


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