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tentoid

The path to OpenGL and 3D guruness

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Hey! I have been thinking of properly learning OpenGL and some 3D stuff. I bought Beginning OpenGL Programming a few months ago and I've been reading it a bit. Can you recommend what kind of things I should try to learn and perhaps in what order? As I am not very good at theory and maths (unfortunately) I was thinking that the best way to learn is to do a simple game with OGL. I have been thinking of making an asteroids clone which would basically be 2D but all the asteroids and other objects would be 3D models. That means movement only in x,y co-ords, as I don't think I can handle 3D space yet. Today I thought that I am not sure how would I implement for example collision handling when the objects are rotating models and not simple 2D sprites. Sorry for the incoherent post..

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The astoids clone sounds like a good idea. I posted a question like this before and the response I got was to just make games and learn what I need to to finish the game and thats what I have done and it has worked so far.

Quote:

Today I thought that I am not sure how would I implement for example collision handling when the objects are rotating models and not simple 2D sprites.


[google] for bounding boxes and bounding spheres.

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Original post by Ainokea
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Today I thought that I am not sure how would I implement for example collision handling when the objects are rotating models and not simple 2D sprites.


[google] for bounding boxes and bounding spheres.


I forgot to mention in my post that I already read about bounding spheres and bounding boxes but I thought that they, atleast bounding boxes, wouldn't be accurate enough. But perhaps I should give bounding spheres a try..

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I'd probably recomend by starting using glut to handle your setup code for you unless you already know a fair amount about windowing code in your os of choice. Either way the first step is to get a blank ogl window up there. Then learn about primitives and verticies, don't worry about a model yet, just draw a few triangles. Probably look into transforms next, this uses matrix math, although ogl hides it from you. At some point you'll want to get a good linear algebra book. Also read up on gluPerspective().

After you get comfortable drawing basic shapes you can move on to lighting and textureing. When you are ready to work with models you'll want to learn about vertex arrays (glVertexPointer() etc) and find some good 3d party model loading code. Poke around with google and you should be able to find loading code for any format you want. Check out the NeHe site here too for that.

Collision and physics are more advanced topics. A basic sphere based collision detection system would be very easy to implement, response is more work, and eventually you'll want a more accurate scheme. You might also want to take a look at the Open Dynamics Engine (ODE) project which handles a lot of this for you.

There are a lot of good ogl resources out there: MSDN has a good basic ogl reference (even if you aren't using windows), the Redbook is also a good place to start, you may also want to look at the NeHe tutorials. Finally a search on the opengl boards here will probably get you an answer to most of the questions you'll have as you go.

Good Luck :)

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Original post by tentoid
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Original post by Ainokea
Quote:

Today I thought that I am not sure how would I implement for example collision handling when the objects are rotating models and not simple 2D sprites.


[google] for bounding boxes and bounding spheres.


I forgot to mention in my post that I already read about bounding spheres and bounding boxes but I thought that they, atleast bounding boxes, wouldn't be accurate enough. But perhaps I should give bounding spheres a try..

Well assuming that your astroids arn't randomly generated then you could look at Opposing face geometry

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