Sign in to follow this  
mgph

OpenGL what should I do after the first experience

Recommended Posts

Hi, I've finished the book "Beginning OpenGL Game Programming 2nd Edition" and realized that most from the OpenGL Graphics Library package 4th edition that I thought would be reference, are deprecated in 3.2 (and in future) but I bought already, what can I do ? :( Anyway, would you mind asking your suggestion that what should I do after this book ? I still feel like being a newbie and want to have some more knowledge to get solid foundation in OpenGL and GLSL. Or should I start creating games using real world game engines like Torque? I just wanna get some ideas from people who are much more smarter, like you guys :)

Share this post


Link to post
Share on other sites
I'm in this same situation, but I heard that, it's better when I'll learn GLSL. I was decided to do that. Now, I'm a newbie in shaders, but I know more. Now shaders is the best way to programming in 3D, so why you won't learn this? For example this tutorial is great:
http://www.lighthouse3d.com/opengl/glsl/

And you should read a documentation. There is a lot of important things.

Share this post


Link to post
Share on other sites
You can even now start applying what you've learnt. The book doesn't cover only character-animation (skin-meshes) from what is needed to make a game. OpenGL is a tool with many faces, with technology that spans a decade. You can mix bleeding-edge techniques with ancient ones, so you really don't need GLSL/stuff to make something useful.
I'd say - do as me - and read everything on the net about GL and DX and graphics and console-APIs, but I got away with it as I'm a fast reader. So, to let us point you to a good direction, describe your situation a bit more - what you want to do with OpenGL.
- just make some game, not heavy on "eyecandy"? - start making that game, and read tutes+info when you get stuck somewhere. Don't worry about performance and eyecandy, just make the thing playable.
- research shiny pixels? - In a GL2.1 context just whip-up code, mixing FFP and GLSL in any way you see fit. PCF shadowmaps and post-processing effects (motion-blur, depth of field, HDR) are a start.
- research optimization - to push as many objects, triangles, textures and glXX commands as possible? - start studying in a _pure_ GL3.1 or GL3.2 context, no FFP. Use IHV-specific extensions when available and useful. Do measure cpu-cycles (RDTSC) and gpu-counters; study articles on how specific modern hardware works internally.
- searching for a possible gamedev job after 2+ years? GL3.2 , brush-up your matrix/quaternion/etc maths, study the 3 paths above (making a game, shiny pixels, optimization); see how some engines work and what interface they have, learn to get easily accustomed to a 3rd party engine; study the artists' pipeline and try to make importers/exporters from 3dsMax and Maya; some scripting for those modelers. Keep an eye on DX gamedev, too - almost all ideas and techniques from there are possible and easily mapped to GL


- finally, I hope you're not on an Intel gpu. An nVidia card is best for widest-spectrum of GL paths, an ATi Radeon HD2X00+ is suitable for portable GL3.X (nVidia drivers are not strict, and permit deviating from the specs - nice to simply research for yourself, but horror to let ATi users run into the hidden bugs).

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Announcements

  • Forum Statistics

    • Total Topics
      628333
    • Total Posts
      2982126
  • Similar Content

    • By DejayHextrix
      Hi, New here. 
      I need some help. My fiance and I like to play this mobile game online that goes by real time. Her and I are always working but when we have free time we like to play this game. We don't always got time throughout the day to Queue Buildings, troops, Upgrades....etc.... 
      I was told to look into DLL Injection and OpenGL/DirectX Hooking. Is this true? Is this what I need to learn? 
      How do I read the Android files, or modify the files, or get the in-game tags/variables for the game I want? 
      Any assistance on this would be most appreciated. I been everywhere and seems no one knows or is to lazy to help me out. It would be nice to have assistance for once. I don't know what I need to learn. 
      So links of topics I need to learn within the comment section would be SOOOOO.....Helpful. Anything to just get me started. 
      Thanks, 
      Dejay Hextrix 
    • By mellinoe
      Hi all,
      First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource!
      Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots:
      The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios.
      Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.
    • By aejt
      I recently started getting into graphics programming (2nd try, first try was many years ago) and I'm working on a 3d rendering engine which I hope to be able to make a 3D game with sooner or later. I have plenty of C++ experience, but not a lot when it comes to graphics, and while it's definitely going much better this time, I'm having trouble figuring out how assets are usually handled by engines.
      I'm not having trouble with handling the GPU resources, but more so with how the resources should be defined and used in the system (materials, models, etc).
      This is my plan now, I've implemented most of it except for the XML parts and factories and those are the ones I'm not sure of at all:
      I have these classes:
      For GPU resources:
      Geometry: holds and manages everything needed to render a geometry: VAO, VBO, EBO. Texture: holds and manages a texture which is loaded into the GPU. Shader: holds and manages a shader which is loaded into the GPU. For assets relying on GPU resources:
      Material: holds a shader resource, multiple texture resources, as well as uniform settings. Mesh: holds a geometry and a material. Model: holds multiple meshes, possibly in a tree structure to more easily support skinning later on? For handling GPU resources:
      ResourceCache<T>: T can be any resource loaded into the GPU. It owns these resources and only hands out handles to them on request (currently string identifiers are used when requesting handles, but all resources are stored in a vector and each handle only contains resource's index in that vector) Resource<T>: The handles given out from ResourceCache. The handles are reference counted and to get the underlying resource you simply deference like with pointers (*handle).  
      And my plan is to define everything into these XML documents to abstract away files:
      Resources.xml for ref-counted GPU resources (geometry, shaders, textures) Resources are assigned names/ids and resource files, and possibly some attributes (what vertex attributes does this geometry have? what vertex attributes does this shader expect? what uniforms does this shader use? and so on) Are reference counted using ResourceCache<T> Assets.xml for assets using the GPU resources (materials, meshes, models) Assets are not reference counted, but they hold handles to ref-counted resources. References the resources defined in Resources.xml by names/ids. The XMLs are loaded into some structure in memory which is then used for loading the resources/assets using factory classes:
      Factory classes for resources:
      For example, a texture factory could contain the texture definitions from the XML containing data about textures in the game, as well as a cache containing all loaded textures. This means it has mappings from each name/id to a file and when asked to load a texture with a name/id, it can look up its path and use a "BinaryLoader" to either load the file and create the resource directly, or asynchronously load the file's data into a queue which then can be read from later to create the resources synchronously in the GL context. These factories only return handles.
      Factory classes for assets:
      Much like for resources, these classes contain the definitions for the assets they can load. For example, with the definition the MaterialFactory will know which shader, textures and possibly uniform a certain material has, and with the help of TextureFactory and ShaderFactory, it can retrieve handles to the resources it needs (Shader + Textures), setup itself from XML data (uniform values), and return a created instance of requested material. These factories return actual instances, not handles (but the instances contain handles).
       
       
      Is this a good or commonly used approach? Is this going to bite me in the ass later on? Are there other more preferable approaches? Is this outside of the scope of a 3d renderer and should be on the engine side? I'd love to receive and kind of advice or suggestions!
      Thanks!
    • By nedondev
      I 'm learning how to create game by using opengl with c/c++ coding, so here is my fist game. In video description also have game contain in Dropbox. May be I will make it better in future.
      Thanks.
    • By Abecederia
      So I've recently started learning some GLSL and now I'm toying with a POM shader. I'm trying to optimize it and notice that it starts having issues at high texture sizes, especially with self-shadowing.
      Now I know POM is expensive either way, but would pulling the heightmap out of the normalmap alpha channel and in it's own 8bit texture make doing all those dozens of texture fetches more cheap? Or is everything in the cache aligned to 32bit anyway? I haven't implemented texture compression yet, I think that would help? But regardless, should there be a performance boost from decoupling the heightmap? I could also keep it in a lower resolution than the normalmap if that would improve performance.
      Any help is much appreciated, please keep in mind I'm somewhat of a newbie. Thanks!
  • Popular Now