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Lazy Foo

Member Since 07 Sep 2004
Offline Last Active May 01 2015 10:11 PM

Posts I've Made

In Topic: Designing a graphics programming portfolio

23 February 2015 - 02:03 PM

Ok one last thing I forgot to mention:


Yes obviously nobody is going to be impressed by a Goraud shading demo in 2015, but this project has a second purpose. Metal, Mantle, DX12, GLnext, etc are The Next Big Thing™ and I wanted to get some practice in with them. A texture mapping demo won't light anybody's world on fire, but it serves as a good unit test.


The purpose of the Basic set of demos is more to serve as unit tests for porting the render pipeline to a new API. The Intermediate and Advanced are for future interviews. Also the basic demos could be used as basis for something more advanced IE skeletal animation -> skeletal animation with IK -> skeletal animation with IK/Cloth.


So yeah if the list of Basic demos look minimal, they're supposed to be. I just wanted to make a list of the bare minimum things to have so I could come back and expand upon them later.

In Topic: Keeping a College Game Dev Club interesting

18 January 2013 - 05:55 PM

I was in student organizations for years and I can tell you biggest mistake that people make is that you never ever measure your success as an organization by how many people show up to your meetings. There's no value in having someone gawk at you, your officers, or a guest speaker for an hour a week.


There's only one thing that matters in student organizations: Output that will help you in your career. Once you graduate, how large your mailing list is is a trivial matter. You goal is to churn out as many resume bullets and connections that you will be able to use when you get a job.


Secondly, people who just show up to your meeting to stare are going to waste. Give them something to do. Also, you should have means to allow people to propose their own ideas.


Thirdly, accountability is everything. Learn parliamentary procedure and take minutes. In the organizations I was involved with, and project/event we started had a charter that specified who was in charge, who was working on it, and a specific outline of the scope and timeline. Projects always go to hell and the first thing people do when things go wrong is not make things better, but start pointing fingers. Make sure people who are honest and responsible are protected.

In Topic: How to make OpenGL 4 run on software

27 November 2012 - 08:38 PM

Edit: I just checked. My laptop supports OpenGL 3.3. Do you guys think that it's better to just learn OpenGL 3.3, instead OpenGL 4?

Depending on what you want to do, the differences aren't all the big. The fundamentals of sending vertex data to a shader haven't changed much since OpenGL 2.1, but OpenGL 3.3 is missing nice stuff like tessellation and compute shaders.

You can check out the history of opengl to find out the differences between the different versions. If don't understand what a feature means, odds are you won't miss it.Posted Image

In Topic: Learning OpenGL

19 September 2012 - 01:32 AM

I made this OpenGL tutorial to teach the basics of rendering geometry, texturing and shaders with OpenGL 2.1/3.0. I recommend http://www.arcsynthesis.org/gltut/ as a follow up for the more advanced stuff.

In Topic: what should I do?

16 September 2012 - 12:26 AM

I made these game programming tutorials. You might find them helpful.

I recommend just dabbling in a bit of everything until you find something you like.