• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
retsgorf297

Opengl ?.x and what Tutorial


13 posts in this topic

I have just started reading NeHe's tutorial (OpenGL 1.x) and have now been told that it is old and that I should learn a newer version.  I am ok with it being harder. What version should I learn?  I am guessing it would be the newest (4.4 - I think).  My computer does support OpenGL 4 (OS: OS X 10.9 Mavericks).  Even though I am programming using Objective-C with the Cocoa API, I know C++ and WinAPI, so I can easily translated it.  Next, What is a good tutorial for the version of OpenGL that you said for the first question?.

 

Thank you very much,

retsgorf

Edited by retsgorf297
0

Share this post


Link to post
Share on other sites

Ok, Thanks.  And a quick question, Why is everyone voting for 3.x?  I would think that 4.x would be better since it is newer.

0

Share this post


Link to post
Share on other sites

I know mine supports up to 4.1.  What's the difference between 3.x and 4.x.  And, Won't 4.x kinda be the future of it, until 5.x, etc..  If it would be, then wouldn't it be better to learn it?

0

Share this post


Link to post
Share on other sites

Ok, Thanks.  And a quick question, Why is everyone voting for 3.x?  I would think that 4.x would be better since it is newer.

 

I think because opengl 3.x introduced the programmable pipeline. Opengl 4.x just added a bunch features. If you understand opengl 3.x it is very easy to transition to opengl 4.x. So it is important that you learn the programmable pipeline and not the fixed pipeline of opengl < 3.x.

2

Share this post


Link to post
Share on other sites

@Carducci  Yeah, I get that.  But, since 4.x just adds more features, wouldn't it be better to learn those a long with it, instead of learning something older so you can switch to the newer one easier?

0

Share this post


Link to post
Share on other sites

Ok, I have narrowed it down to two questions.  Since I like the poll feature on this site, I am adding another question.  I will have it up soon.

 

Thanks,

retsgorf

0

Share this post


Link to post
Share on other sites

Let me reiterate what I said - as long as it's programmable pipeline, it doesn't matter which API version you choose.

Let's say you decide to start with OGL 4.4.

The first tutorial will probably be on how to create a glContext, same for all API>3.0.

The second tutorial will be about clearing the screen. Same for all API>3.0.

The 10th tutorial will probably be some kind of cube with simple shaders. Same for all API>3.0.

 

It's going to be at least 50 tutorials before you get to OGL 4.0 features. It's like asking 'should I start with DX10 or DX11'? which is irrelevant question.

You should start at the beginning - which is the same for every GL version > 3.0.

0

Share this post


Link to post
Share on other sites

@Carducci  Yeah, I get that.  But, since 4.x just adds more features, wouldn't it be better to learn those a long with it, instead of learning something older so you can switch to the newer one easier?

 

The basics of opengl 3.x and 4.x are the same if you use the programmable pipeline. The features are nice, but if you are beginning with opengl you aren't going to use them in while. It is more important that you learn the basics of the programmable pipeline. If you understand this it is very easy to switch to a newer opengl version with feature you want to learn.

0

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  
Followers 0