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Member Since 11 Jan 2006
Offline Last Active Nov 14 2015 06:32 PM

Posts I've Made

In Topic: Why are artists less likely to work on free/hobby projects than others?

09 September 2015 - 05:08 PM

1. either they don't have that dream and passion we programmers have...
that is to start an independent studio,
or they have the dream but lack of passion and commitment to move forward..
2. They don't have the time as time is valuable and for them, time = money,
but playing PC games or watching tv series is not wasting of time for them.
it all comes back to passion and commitment. (true to my case always)
well, the above is what is in my case anyways,.

In Topic: my own 3d editor questions and suggestions

29 August 2015 - 11:30 PM

ey thanks guys for answering, and yeah the term i was looking for was camera headlamp or similar.


how about my second and 3rd question?

what are the materials i need to apply to my DEFAULT scene to make it look professional similar to the unity sample i added?


is it just simple normal/bump map with specular/shinyness  being lighted with point lights?

or things like lightmaps are also added.


i really like their default effects, similar to this;

want my engine to default with that kind of look when adding objects or walls with textures.


just a suggestion will help, my engine knda looks dry even with lights implemented already

In Topic: Why Do People Use DirectX?

10 July 2015 - 07:39 PM

also there was a time in history when OpenGL almost throw the towel and was way far behind DirectX.

OpenGL APIs were really messed up and DX took over the market. it was until OpenGL 3.0, (i guess) that Opengl cleanup its act and return to prominence, and oh mobile too.


and oh, i dont know if these is still true (coz im a DX guy), but OpenGL in WIndows is inda stuck or frozen to specific version (by default).

In Topic: 2D rasterizer resources and book

16 May 2014 - 08:32 PM

Rasterizing is always 2D -- Software Rendering books will talk about the 3D pipeline a lot, but the whole point of the 3D pipeline is to transform 3D things into 2D things so that you can rasterize them.


Computer Graphics: Principles and Practice is the classic textbook. For your purposes, you probably want the Second Edition in C. The original Second Edition had code samples in Pascal, and the newer Third Edition focuses on modern rendering hardware. IIRC, it spends a good amount of time talking about glyph rendering (text and symbols using vector descriptions), shapes, and bitmaps. It also goes on to discuss 3D matters like transformations and lighting.


oh thank you for this book, this is exactly what i am looking for. (I think i have this back when i was still freshman in college).

+1 to you mate!

In Topic: 2D rasterizer resources and book

16 May 2014 - 08:18 PM

WHAT do you want to rasterize?

IE, A single point, a line,  some 2D polyhedra, perhaps some font?


Each of these will have a different implementation. I suggest you start with how to rasterize a line. Plenty of online tutorials available for it.

Read up on fill types and whatnot: http://www.angusj.com/delphi/clipper/documentation/Docs/Units/ClipperLib/Types/PolyFillType.htm



as much as possible rasterized everything, like draw circle, boxes, FILL things, stroke, colors, raster images, etc.

any information will help.


its like building our own Canvas drawing implementation for our own device.



Thank you for this tip, we have done our part in researching smaller things and things in detail, but we are looking if there are any books or resource that can help us, at least a book has more or most of the things we are looking in it :)