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radioteeth

Member Since 19 Oct 2005
Offline Last Active Today, 03:43 AM

#5154853 my first gl 3 app: displaying a cube

Posted by radioteeth on 20 May 2014 - 11:45 AM

I see you have your 'box[]' array, but your glBufferData call references 'triangle' instead. And why is it trying to put 9 floats in there ?




#5154851 when do you kill an idea?

Posted by radioteeth on 20 May 2014 - 11:42 AM

I personally benefit from sharing my project with others (anybody, really) so as to bathe in their enthusiasm about it. Sometimes projects just get 'stale' once you've become so accustomed to their inner workings and the gameplay itself in general. It can become monotonous once you've experienced the relative gamut of possible game states as a problem space.

 

But the point of the game isn't so much the level of 'fun' of the core mechanic as it is the entire concept as a whole. You could make two games, identical in every way, with the exception of completely different graphical themes / appearance / motif, and surely one would seem more fun than the other, just because of the unconscious queues it presents players with.

 

Space games aren't fun because you are flying around with X number of degrees of freedom, but mostly just because of the idea of space itself being experienced (or simulated).

 

Even simple little mobile games can provide a more enjoyable experience with simple aesthetics.




#5153158 Perfectionism and Programmer's Block

Posted by radioteeth on 12 May 2014 - 04:44 PM

 Hi there. I wanted to query the collective knowledge and experience of those who haunt these forums in an effort to find relief from something I can only describe as programmer's block.

 

 I know what I want to make, but the knowledge about programming I've gained the past few years have only made it harder to get anything done without trying to do it 'right'. For some reason, doing it 'right' is taking precedent over getting it done. It becomes more of a chore, and less of a fun hobby.

 

 Just getting into OpenGL 3+ has become a daunting task, trying to implement a highly versatile rendering system capable of everything I can't forsee.

 

 That's just the issue though, the sense that I always code myself into a corner with projects, which has instilled a deep need to do everything as generalized, modular, and data-driven as possible. I feel I have taken certain programming tenets to extremes, yielding to nothing.

 

 I have heard things such as YAGNI (you aren't gonna need it) and KISS (keep it simple stupid) and I'm still struggling. How do I surrender!? What should I focus on. I just want to switch off this awareness I have gained, or at least tone it down, to where I can actually knock stuff out and enjoy doing it.

 

 Has anybody else struggled with knowing too much to be productive? I'm paralyzed!

 

 Thanks




#5151189 scanset's and zero sized results breaking parsing.

Posted by radioteeth on 03 May 2014 - 07:57 AM

try using Format[] = "%[^|]%*[|]%n"

 

That should consume all pipes for you.




#5151162 Help me with that error please!

Posted by radioteeth on 03 May 2014 - 05:39 AM

I would recommend downloading the finished code that you can find at the end of each tutorial, and comparing it to your code.




#5150105 Shadow Volume Generation Precision

Posted by radioteeth on 28 April 2014 - 08:00 AM

How are you performing your silhouette detection? It looks as though you are just translating the back-faces of the geometry away from the light source, which seems simple enough but might be causing the complication which manifests as a graphical artifact.




#5145955 How to make semi-transparent simple shadows not stack?

Posted by radioteeth on 10 April 2014 - 08:16 AM

Stenciling would have been my first inclination as well, but it sounds like you don't have that option within the confines of what you're working with..

 

http://hge.relishgames.com/doc/index.html?hgeconst_blendmode.html

 

It sounds like you already had it figured out, but just needed to use something more like BLEND_COLORMUL or BLEND_ALPHABLEND (making sure the shadow's pixels are black / dark gray).

 

If you already had a shadow working with additive blending, then it should be as simple as just using a different blend mode.




#5132428 How did you get your start in Game Development/Programming?

Posted by radioteeth on 18 February 2014 - 02:22 PM

I started coding in qbasic when I was a kid, then started playing around with modifying existing games. I started spending a lot of time making mods for Quake, which helped me familiarize myself with C-style syntax. Then I started playing with C compilers, making little console window apps, doing some VGA stuff in mode 13h before moving onto native win32 code and utilizing OpenGL for graphics.

 

I'd recommend playing with existing code, of some kind, as a starting point.




#5130754 Generating portals, PVS

Posted by radioteeth on 12 February 2014 - 02:24 AM

You may have already seen these:

 

Michael Abrash explaining how visibility is determined:

 

"Inside Quake: Visible-Surface Determination"

http://www.bluesnews.com/abrash/chap64.shtml




#5097886 Kinda lost on where to start

Posted by radioteeth on 30 September 2013 - 12:14 PM

What about playing with an existing game engine, and learning to make mods, modifying the game logic through it's scripting language, playing with textures, models, etc.

 

I started programming in qbasic, as a kid, and got into making mods for Quake. The scripting language designed for it (QuakeC) was really how I first came into contact with anything resembling C, and it was only a while later that I started making my first rainbow triangles and texturing them using OpenGL and a C compiler.




#5097882 Rendering only what the camera see

Posted by radioteeth on 30 September 2013 - 11:56 AM

In some cases, occlusion culling is equally and sometimes more important and valuable than frustum culling. If you have a large scene, with the camera on one side facing the other - culling things outside the view won't prevent the entire scene from being dealt with - because it's still all within view, just likely to be covered up by the closest parts of the scene.

 

There are many resources, articles, and books, that delve into various algorithms and approaches for occlusion culling.

 

http://en.wikipedia.org/wiki/Hidden_surface_determination




#5095512 How to debug the complex data structure and algrithms such like quadtree, BSP...

Posted by radioteeth on 20 September 2013 - 10:54 AM

I work with tree structures by starting very small, one level with a node and just its children. I see how everything operates there, and then start making the tree deeper, to make sure any recursion doesn't start throwing things off.




#5095511 [ES 2.0] Texture rendering problem

Posted by radioteeth on 20 September 2013 - 10:52 AM

Looks like z-fighting. The curling part of the page (on the cylinder, as you say) looks like it's actually partially intersecting the flat part of the page - make sure your depth buffer is properly setup.




#5095247 Object distortions on the edges of window

Posted by radioteeth on 19 September 2013 - 02:20 PM

 The stretching can be helped by reducing your FOV, but then it might start feeling like you are looking at everything through a telescope if you make it too small.

 

 You've probably noticed racing games increase the FOV with the speed of the player's vehicle, giving the illusion that you are going at extreme speeds.




#5094249 free comandline c compilers for free game development

Posted by radioteeth on 15 September 2013 - 10:26 AM

My favorite is Fabrice Bellard's TinyC Compiler (aka TCC).. http://bellard.org/tcc/

 

Otherwise, for larger more serious projects that have better win32 API support I use mingw, even though some peripheral things are still problematic to get working, like the video for windows API (VFW).






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