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Member Since 14 Dec 2005
Offline Last Active Jun 28 2015 10:32 AM

Topics I've Started

getting the job done

01 February 2015 - 11:28 AM

One of the things ive watched in several videos and even some books is coming up with concept designs quickly using existing images. For instance you sketch out some quick thumbnails to get a decent silhouette. Then begin to sketch out the concept image like a mech for instance. Then instead of rendering everything out in photoshop they cut images from existing machinery like shocks and control panels from inside of planes to achieve a quick result rather than rendering everything by hand. Ive read that this is used tons by artists and I was wondering how far this resulting image is taken into the pipeline. Because your taking random bits and pieces of a real image to create the image how does copyright remain ok. or are the images to stretched and butchered to have any copyright left. or is it a matter of only used as a preliminary sketch and it goes no further.


I have heard this cut and paste details phase is used often but when I look at most concept art on the web it does not look like a copy and paste job. most of it seems fully rendered in photoshop.

no updated information

15 November 2011 - 12:54 PM

This part of the site seems to be abandoned. It has been discussed until the horse is dead why creating a isometric project is better in 3d then 2d. however when I come here there is absolutely no information whatsoever on creating a isometric map in 3d. Im sure im not the first or only one that has wanted to do this. Maybe this is trivial ? Since I am new to opengl it seems difficult on where to get started. Even if it was trivial, there is hardly any discussion at all on working in an isometric view but using 3d despite it being a better way to do it. It seems a shame that this part of the site to be so outdated despite better ways of doing things.

Do SFML next or OpenGL next

10 July 2011 - 01:57 PM

I feel comfortable with the c++ language. I wanted to know if I should start with 2d in SFML or go straight to 3d in OpenGL.

standard library

25 January 2011 - 05:39 PM

i spent most of my time learning the c++ language itself and very little time on the standard library. So this is making a miserable situation for me because i know the language at a reasonable level but i dont know all the standard libraries to be able to find the right function to solve my problem.

So I was wondering if anyone knew of a book or online resource that listed all the standard library headers with lots of examples how to use them. i tried msdn and they did list all of the standard headers but there really wasnt alot of examples. i want to learn to use all of the standard library not just the container classes like vector and map. I thought i could just look at the prototype and be able to figure it out but thats not always the case.

Operating overloading and friends

25 January 2011 - 02:41 PM

I have been studying operator overloading. ive done simple ones like the ostream operator the copy constructor, assignment operator, addition and subraction ect. so i think im getting the hang of it. The one thing that confuses me in this area is when to declare it as a friend and when to make it a member of the class. I know they are declared differently i just dont know how to choose which one. Looking at other peoples classes i cant figure out any kind of usage pattern how they were chosen (friend or otherwise).

thanks for any responses.