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I plan to spend my summer writing tutorials for NeHe. Here are some of my ideas for tutorials: -Water -Lightning (this one should be interesting) -Volumetric Fog -Real time fractal tree generation -Artificial Neural Networks (AI) -Genetic Algorithms (AI) What else do you guys want to see as a tutorial? Ill try my best O, and if you need a fairly decent programmer on your development team, ill be glad to volunteer. Just ask what you want written and ill get back to you. I need the experience I ask nothing in return except credit. Something to put on my resume would be nice too. Anyway...Later Days... "Free advice is seldom cheap."

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I would love to see a NeHe style tutorial on maybe a basic tile-engine or i would like to see a nice 2d particle engine.
in the end what i am saying is i thing there should be more 2d oriented NeHe tutorials.

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I am some ideas of tutorials which could be interresting:

_ flash of lightning (for thunder)
_ light mapping
_ motion blure
_ Lens flare

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Wow, I''d be really interested in those tutorials. From the idea''s greg presented, I would like to see lens flares.

Some other ideas:
- Loading a map/level (the only one NeHe has so far is lesson 10, which is simply a list of vertices in a text file; that is not a good format for larger, more complex levels)
- A real terrain engine, including collision detection and object interection (i.e. placing buildings on the terrain)
- How about a GUI tutorial? This could be split up into several different tutorials, perhaps on consoles, radars, menus, HUDs, etc.

Just a few thoughts...

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quote:
Original post by Erunama
Some other ideas:
- Loading a map/level (the only one NeHe has so far is lesson 10, which is simply a list of vertices in a text file; that is not a good format for larger, more complex levels)
- A real terrain engine, including collision detection and object interection (i.e. placing buildings on the terrain)
- How about a GUI tutorial? This could be split up into several different tutorials, perhaps on consoles, radars, menus, HUDs, etc.


With source-code, ofcourse. Copy/paste everything into your favorite compiler/ide, all you need is a cool name. And you''ve got a finished game....

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Keeping things realistic..... I''d like to see a dot3 bumpmapping tutorial. Not that its anything out of anyones reach, but the current bumpmapping tutorial on Nehe''s site is a kinda dated method (although to its credit it will work on older cards) Maybe after this you could follow up with a per-pixel lighting tutorial that makes use of the bumpmapping.

-dot3 bumpmapping
-per-pixel lighting (making use of the bumpmapping)


They''re advanced topics, but they''re interesting area''s that someone should cover :D

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quote:

Some other ideas:
- Loading a map/level (the only one NeHe has so far is lesson 10, which is simply a list of vertices in a text file; that is not a good format for larger, more complex levels)
- A real terrain engine, including collision detection and object interection (i.e. placing buildings on the terrain)
- How about a GUI tutorial? This could be split up into several different tutorials, perhaps on consoles, radars, menus, HUDs, etc.



I think a GUI tutorial would be great. Menus, buttons, text boxes, and especially consoles.

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I totally agree with Cobra, Per-Pixel Lighting and bump mapping would be great. Another one should be how to structure a good 3d engine. I had a lot of problems when doing it. Just in case.

Bye and good luck.

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quote:
Original post by Crawl
With source-code, ofcourse. Copy/paste everything into your favorite compiler/ide, all you need is a cool name. And you''ve got a finished game....


You really nailed that one alright. That''s exactly what I want, code that I can make a few minor graphical changes to (without actually touching rendering source code, just changing the name and the textures) and call it my own. You nailed it alright.

Be serious, there are plenty of games out there with the source code released. If I wanted to copy the source code and call it my own, I could just take one of those. I actually want to learn how to do those things so I can apply them to a project of my own.

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-Real time fractal tree generation
-Artificial Neural Networks (AI)
-Genetic Algorithms (AI)

These do not interest me, and nor do other people''s suggestions (GUI, 2d techniques, etc.). Some advanced rendering techniques would be interesting, though. The bump-map tutorial should be updated for a start, www.nutty.org has a better one (not actually a tutorial, but vertex and pixel shader source code).

I am interested in your other ideas, especially if they focus more on the rendering than the physics (for example, the modeling of water has been discussed to death, but rendering of water is still difficult to do really well).

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I came up with 2 more ideas for tutorials.

The first one is making things break, ie shattered glass, demolished buildings etc.

The second is networked games and how to use internet communication in your programs.

What do you guys think?

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That second one really interest me. Perhaps two seperate tutorials could cover it. One on network communication (LAN) and another on Internet communication.

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I''d really like to see the 2 AI tut''s, although I don''t think that they are really suitet for the NeHe site (which is mosttly graphics rendering). AI gives my quite a lot of problems and most tut''s and articles out there are really advanced. I hope you can put advanced AI in plain english.

Sander Maréchal
[Lone Wolves Production][Articles][E-mail]

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i would like to read something about:

hooking an OpenGL Application. You write a .dll which u load before u start the OpenGL App. Then u can use some gl-commands to change/add some graphics on the OpenGL App''s screen.
(it IS useful for some advanced programmers)

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also i would like to read something about "creating a simple realtime strategy game" (including AI, way-routing, etc...).. just a game like starcraft, but more more less complex! That would be great. ive never found such in the net.

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An update:

Ive finished the water tutorial and NeHe is probably putting the finishing touches on it. Im still working on lightning, just debugging the code. After that ill do fog.

Once all of that is done ill show how to integrate everything into one game. Nothing big, but something sort of like Mario 64. Easy stuff Dont worry, its not that hard. I have a working demo that is just tweaks away from such a tutorial.

Once we have that 3rd person adventure environment ill put the ai, networking support in and the rest of stuff we have talked about. They should go in one tutorial at a time. Ill look into .dlls so that when we play each other over the net, the host .dll will be used. That way (im not sure but) we should be able to play with other people''s changes.

By that time we should have a nice 3rd person game. We can then rewrite the game into a strategy and whatever you guys want.

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Various methods of bump mapping are documented heavily at nVidias developers site. Further tutorials on this are not needed. A decent water tutorial would be nice, although these are also elsewhere. For instance the deep ocean rendering and animation feature on gamasutra covers alot of ground. There are also multiple other tutorials on the net covering other methods of water simulation ( right down to ripples ). Shadow mapping is also heavily covered on the net.

A GUI tutorial would be nice, although you can pretty much figure that out for yourself anyway, so I don''t consider that a priority.

I think my point is this, if you have completed Nehe, then you should be able to just do alot of stuff yourself, like a console, or GUI. If not, there are other sites dedicated to advanced opengl, like nVidias developers site ( or ATI''s equivilent ), you''d simply be copying content by making bumpmapping and such tutorials.

Something I haven''t seen is a per-pixel volumetric fog tutorial, mind you, this probably comes under the "can work it out for yourself" catagory.

Death of one is a tragedy, death of a million is just a statistic.

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I don't have access to Gamasutra ( I understand its a form of subscription services ) I didnt know about tuts on Nvidia's site and more tuts on the same subject is always good anyway. So I bet most poeple will not have seen those tuts you talk about when they go to NeHe's site.

EDIT : I just checked the Nvidia site, and apart from being GPU specific the tuts are also aimed at higher-end card optimizations and all. I don't care for a tut written for a GeForce 3 card only, I don't have one. If he wants to write general tuts I would greatly appreciate it.

quote:
Further tutorials on this are not needed.
Maybe for you but not for others, speak for yourself.

WHO DO THEY
THINK THEY'RE
FOOLING : YOU ?





[edited by - bleakcabal on July 2, 2002 6:29:39 PM]

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quote:
Original post by Bleakcabal
I don''t have access to Gamasutra ( I understand its a form of subscription services )


Nope, just register on the site, and you''ll have access.

quote:

more tuts on the same subject is always good anyway.



Why? Whats the point? You''d simply be repeating yourself.

quote:

I just checked the Nvidia site, and apart from being GPU specific the tuts are also aimed at higher-end card optimizations and all. I don''t care for a tut written for a GeForce 3 card only, I don''t have one. If he wants to write general tuts I would greatly appreciate it.



What do you expect? You don''t seem to understand that to do advanced stuff in opengl, you need to use vendor specific extensions alot of the time, for instance: NV_vertex_program and NV_register_combiners for nVidia ( both supported on GF2 ), or EXT_vertex_shader and ATI_fragment shader for ATI cards.
Until OpenGL 2.0 comes out, you''re stuck with it. ( Yes, there is the ARB_dot3 extension too, but that can only do diffuse bump mapping ).

You can do per-pixel lighting and full specular/diffuse bump mapping on a GF2 at realtime speeds ( ~10-20 FPS for a very small scene ), so it''s enough to practice on for when you do get a more powerful card. Oh, further articles on bump mapping ( well, DOT3 bump mapping anyway ) are not needed. There is a paper called "A Practicle and Robust Bump Mapping Technique for Todays GPU''s" which details bump mapping on GF2 class cards. It''s on the nVidia developers site, and is for the most part general ( although the implementation that is used is not ). This site is also very good for learning bump-mapping, and extends what is said in the paper I just mentioned. This is all anyone needs to be able to do it. What more do you want? If you don''t understand it, then unfortunately, it''s too advanced for you at this current time, so swat up a bit more and tackle it later.

quote:

So I bet most poeple will not have seen those tuts you talk about when they go to NeHe''s site.



So I bet most people are lazy when they go to NeHe''s site, as they haven''t looked around for other resources.

Death of one is a tragedy, death of a million is just a statistic.

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quote:
You don't seem to understand that to do advanced stuff in opengl, you need to use vendor specific extensions alot of the time, for instance: NV_vertex_program and NV_register_combiners for nVidia ( both supported on GF2 ), or EXT_vertex_shader and ATI_fragment shader for ATI cards.



No I don't because unlike you I wasn't born knowing everything and being right all the time. When there is something I don't know I need to learn it from somewhere : a book, someone else, or say a turorial ...


quote:

quote:
--------------------------------------------------------------------------------

more tuts on the same subject is always good anyway.

--------------------------------------------------------------------------------

Why? Whats the point? You'd simply be repeating yourself.



Not if it's written by a different persons. I have often found tutorials I could'nt understand, then looked for other tutorials on the same subjects and understood those. And most of the time tutorials written by big companies are the ones I don't understand ( those like Nvidia ) and tutorials on site like NeHe are those I understand. So it's not pointless. Maybe your a better programmer than me, I don't doubt it, fine. Maybe you understand any tutorials you see on the first look, but not me, I like to have more info on subjects. Why are you so obstinate on preventing poeple from writing tuts and other poeple from reading them ? We can do what we want. If your not concerned by this because you think it's pointless, when the topic starter asked for subjects to cover don't blast everyone on the thread, just find another thread which can stimulate your superior intellect, judgement and maturity.

quote:
So I bet most people are lazy when they go to NeHe's site, as they haven't looked around for other resources.

Yeah that makes sense, most poeple are lazy when they go to Nvidia site ! That has been reached by the same bogus reasoning as your affirmation. And poeple are lazy when they read tuts they should have spent the time to learn it on their own. Poeple are lazy when they use a library such as DevIL, poeple are lazy when they make a computer program to do something for them quicker.


WHO DO THEY
THINK THEY'RE
FOOLING : YOU ?





[edited by - bleakcabal on July 3, 2002 9:18:46 AM]

[edited by - bleakcabal on July 3, 2002 9:26:54 AM]

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quote:
Original post by Bleakcabal
Not if it''s written by a different persons. I have often found tutorials I could''nt understand, then looked for other tutorials on the same subjects and understood those. And most of the time tutorials written by big companies are the ones I don''t understand ( those like Nvidia ) and tutorials on site like NeHe are those I understand. So it''s not pointless. Maybe your a better programmer than me, I don''t doubt it, fine. Maybe you understand any tutorials you see on the first look, but not me, I like to have more info on subjects. Why are you so obstinate on preventing poeple from writing tuts and other poeple from reading them ? We can do what we want. If your not concerned by this because you think it''s pointless, when the topic starter asked for subjects to cover don''t blast everyone on the thread, just find another thread which can stimulate your superior intellect, judgement and maturity.



I''m not saying don''t write yet another bump mapping tutorial or whatever, but try to do ones that haven''t been done before, or ones that are not so widely presented.

quote:

Yeah that makes sense, most poeple are lazy when they go to Nvidia site ! That has been reached by the same bogus reasoning as your affirmation. And poeple are lazy when they read tuts they should have spent the time to learn it on their own. Poeple are lazy when they use a library such as DevIL, poeple are lazy when they make a computer program to do something for them quicker.



You said yourself, people who goto Nehe probably wouldn''t have looked around for other sites. I call that lazyness. Your logic is flawed, and your reasoning behind my so-called "Bogus" reasoning is just stupid. I wouldn''t call people lazy for reading tuts, they are an integral learning process, and are very useful. That isn''t lazy. Libraries are also not lazy, where the hell are you getting all of this?

I think you are taking what I''m saying way much too personally. Anyway, I''m out of time, I g2g.

Death of one is a tragedy, death of a million is just a statistic.

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You don't seem to understand what I've said, so I'll explain it more "clearly" for you.

quote:
So I bet most people are lazy when they go to NeHe's site, as they haven't looked around for other resources.


quote:
I call that lazyness. Your logic is flawed, and your reasoning behind my so-called "Bogus" reasoning is just stupid.


I myself haven't searched for tuts on water because right now, Im busy programming other things. I didn't even think of searching for them because I was busy with other things. But I often go to NeHe's site because this is where I get most of my tuts on OGL. Now suppose I go there and see a tut on water or another subject, one I might not even know exist ( so I could'nt have searched for it ) and decide to investigate it out of curiosity. I learn from this tut and now this tutorial has been useful, this is an "illustration" of my point which I stated here :
quote:
So I bet most poeple will not have seen those tuts you talk about when they go to NeHe's site.


Now you took this phrase ( written by me a single person )and generalized by saying that
quote:
most people are lazy when they go to NeHe's site
Why is it my previous illustration an exemple that prove that most poeple who visit NeHe's site are lazy ? Do I represent most poeple on NeHe's site ( maybe yes, maybe no, probably not ). Do the fact I didn't know about
quote:
You don't seem to understand that to do advanced stuff in opengl, you need to use vendor specific extensions alot of the time, for instance: NV_vertex_program and NV_register_combiners for nVidia ( both supported on GF2 ), or EXT_vertex_shader and ATI_fragment shader for ATI cards.
Until OpenGL 2.0 comes out, you're stuck with it. ( Yes, there is the ARB_dot3 extension too, but that can only do diffuse bump mapping ).

doesn't make me lazy. And no I don't understand the advanced stuff in OGL, I don't try to hide it. I bet at sometime in your life you to didnt understand the advanced features in OGL. Now because of this post I have guidelines of where to searched when I have finished programming some of the things I am currently doing, but if I haven't read this post I would have been in the dark. And by going on NeHe's site I could have learned these things if these tuts were on the site, I could have looked at the tuts and then maybe search the net for more tuts on the same subject.

Now secondly. Because I state your logic is bogus and then do some sarcams and amplification afterwards, this does not mean you have to take this as the explication to why I personnally found that your logic was bogus, I tought it was clear. I should have expressed myself better.

Anyway, you can say what you want and try as hard as you want ( for what purpose I don't know ) Im sure it won't stop llvllatrix from writing these tuts and it won't stop poeple happening on NeHe's site to look at them and wonder : "What is subject XYZ I have never heard of it, I think i'll read this tuts and learn more about it".

And if you still don't understand my point well I guess there's nothing I can do for you.

WHO DO THEY
THINK THEY'RE
FOOLING : YOU ?





[edited by - bleakcabal on July 3, 2002 11:27:32 AM]

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