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    • By Achivai
      Hey, I am semi-new to 3d-programming and I've hit a snag. I have one object, let's call it Object A. This object has a long int array of 3d xyz-positions stored in it's vbo as an instanced attribute. I am using these numbers to instance object A a couple of thousand times. So far so good. 
      Now I've hit a point where I want to remove one of these instances of object A while the game is running, but I'm not quite sure how to go about it. At first my thought was to update the instanced attribute of Object A and change the positions to some dummy number that I could catch in the vertex shader and then decide there whether to draw the instance of Object A or not, but I think that would be expensive to do while the game is running, considering that it might have to be done several times every frame in some cases. 
      I'm not sure how to proceed, anyone have any tips?
    • By fleissi
      Hey guys!

      I'm new here and I recently started developing my own rendering engine. It's open source, based on OpenGL/DirectX and C++.
      The full source code is hosted on github:
      https://github.com/fleissna/flyEngine

      I would appreciate if people with experience in game development / engine desgin could take a look at my source code. I'm looking for honest, constructive criticism on how to improve the engine.
      I'm currently writing my master's thesis in computer science and in the recent year I've gone through all the basics about graphics programming, learned DirectX and OpenGL, read some articles on Nvidia GPU Gems, read books and integrated some of this stuff step by step into the engine.

      I know about the basics, but I feel like there is some missing link that I didn't get yet to merge all those little pieces together.

      Features I have so far:
      - Dynamic shader generation based on material properties
      - Dynamic sorting of meshes to be renderd based on shader and material
      - Rendering large amounts of static meshes
      - Hierarchical culling (detail + view frustum)
      - Limited support for dynamic (i.e. moving) meshes
      - Normal, Parallax and Relief Mapping implementations
      - Wind animations based on vertex displacement
      - A very basic integration of the Bullet physics engine
      - Procedural Grass generation
      - Some post processing effects (Depth of Field, Light Volumes, Screen Space Reflections, God Rays)
      - Caching mechanisms for textures, shaders, materials and meshes

      Features I would like to have:
      - Global illumination methods
      - Scalable physics
      - Occlusion culling
      - A nice procedural terrain generator
      - Scripting
      - Level Editing
      - Sound system
      - Optimization techniques

      Books I have so far:
      - Real-Time Rendering Third Edition
      - 3D Game Programming with DirectX 11
      - Vulkan Cookbook (not started yet)

      I hope you guys can take a look at my source code and if you're really motivated, feel free to contribute :-)
      There are some videos on youtube that demonstrate some of the features:
      Procedural grass on the GPU
      Procedural Terrain Engine
      Quadtree detail and view frustum culling

      The long term goal is to turn this into a commercial game engine. I'm aware that this is a very ambitious goal, but I'm sure it's possible if you work hard for it.

      Bye,

      Phil
    • By tj8146
      I have attached my project in a .zip file if you wish to run it for yourself.
      I am making a simple 2d top-down game and I am trying to run my code to see if my window creation is working and to see if my timer is also working with it. Every time I run it though I get errors. And when I fix those errors, more come, then the same errors keep appearing. I end up just going round in circles.  Is there anyone who could help with this? 
       
      Errors when I build my code:
      1>Renderer.cpp 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2039: 'string': is not a member of 'std' 1>c:\program files (x86)\windows kits\10\include\10.0.16299.0\ucrt\stddef.h(18): note: see declaration of 'std' 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2061: syntax error: identifier 'string' 1>c:\users\documents\opengl\game\game\renderer.cpp(28): error C2511: 'bool Game::Rendering::initialize(int,int,bool,std::string)': overloaded member function not found in 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.h(9): note: see declaration of 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.cpp(35): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(36): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(43): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>Done building project "Game.vcxproj" -- FAILED. ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========  
       
      Renderer.cpp
      #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Renderer.h" #include "Timer.h" #include <iostream> namespace Game { GLFWwindow* window; /* Initialize the library */ Rendering::Rendering() { mClock = new Clock; } Rendering::~Rendering() { shutdown(); } bool Rendering::initialize(uint width, uint height, bool fullscreen, std::string window_title) { if (!glfwInit()) { return -1; } /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); glViewport(0, 0, (GLsizei)width, (GLsizei)height); glOrtho(0, (GLsizei)width, (GLsizei)height, 0, 1, -1); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glfwSwapInterval(1); glEnable(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_TEXTURE_2D); glLoadIdentity(); return true; } bool Rendering::render() { /* Loop until the user closes the window */ if (!glfwWindowShouldClose(window)) return false; /* Render here */ mClock->reset(); glfwPollEvents(); if (mClock->step()) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glfwSwapBuffers(window); mClock->update(); } return true; } void Rendering::shutdown() { glfwDestroyWindow(window); glfwTerminate(); } GLFWwindow* Rendering::getCurrentWindow() { return window; } } Renderer.h
      #pragma once namespace Game { class Clock; class Rendering { public: Rendering(); ~Rendering(); bool initialize(uint width, uint height, bool fullscreen, std::string window_title = "Rendering window"); void shutdown(); bool render(); GLFWwindow* getCurrentWindow(); private: GLFWwindow * window; Clock* mClock; }; } Timer.cpp
      #include <GL/glew.h> #include <GLFW/glfw3.h> #include <time.h> #include "Timer.h" namespace Game { Clock::Clock() : mTicksPerSecond(50), mSkipTics(1000 / mTicksPerSecond), mMaxFrameSkip(10), mLoops(0) { mLastTick = tick(); } Clock::~Clock() { } bool Clock::step() { if (tick() > mLastTick && mLoops < mMaxFrameSkip) return true; return false; } void Clock::reset() { mLoops = 0; } void Clock::update() { mLastTick += mSkipTics; mLoops++; } clock_t Clock::tick() { return clock(); } } TImer.h
      #pragma once #include "Common.h" namespace Game { class Clock { public: Clock(); ~Clock(); void update(); bool step(); void reset(); clock_t tick(); private: uint mTicksPerSecond; ufloat mSkipTics; uint mMaxFrameSkip; uint mLoops; uint mLastTick; }; } Common.h
      #pragma once #include <cstdio> #include <cstdlib> #include <ctime> #include <cstring> #include <cmath> #include <iostream> namespace Game { typedef unsigned char uchar; typedef unsigned short ushort; typedef unsigned int uint; typedef unsigned long ulong; typedef float ufloat; }  
      Game.zip
    • By lxjk
      Hi guys,
      There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
      Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
      On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
      This method can be naturally extended to clustered light culling as well.
      The following image shows the general ideas

       
      Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test
       

       
      I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!
       
      Eric
    • By Fadey Duh
      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
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OpenGL choosing openGL over directX?

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im trying to start programming my own computer game. (hold your appluase) ;-) i was thinking of choosing directX, but now im trying to see if openGL would be a better choice for me. i would love to have people with mac, linux, and windoze to be able to play my game, and it seems like openGL gives me a wider audience than directX. im doing all the graphics functions myself, so all id really need it to do is get me into 800x600x256 fullscreen mode. some things that still influence me to choose directX is their soundplaying and multiplayer functions. whats your thoughts/opinions?

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Guest Anonymous Poster
I think you shouldn''t have crossposted this on the DirectX and the OpenGL forums. Is this a troll?

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i "crossposted" because i wanted to ask people on both forums their opinions. the main reason for this is i felt there would probably be some bias towards one or the other depending on the forum, and i wanted to ask both sides.

i apologize if "crossposting" is considered wrong on gamedev.net, i only want to hear both sides. :-)

- jeremiah
http://fakemind.com

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OpenGL : Open Graphic Library.
As its name says : nothing but graphics.

DirectX : Direct X=anything.
Does Music Sounds... and graphics.


If you choose OpenGL + SDL (www.opengl.org, www.libsdl.org) you''ll have cross platform API which does almost anything DirectX does.

Now try both and see what you prefer.
Also remember that using DirectX is supporting M$ illegal behavior.

-* So many things to do, so little time to spend. *-

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personally the main reason 4 choosing opengl is. 90percent of tutorials/examples on the net use it, this will make learning 3d graphics a lot easier (+ believe me u need as much help as u can get).
btw opengl can be used with all parts of directX except directgraphics thus in this respect it doesnt differ from direct. BUT then again if u say u want crossplatform stuff directx is out.

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In my opinion the main reason to choose opengl is its intrinsic simplicity.
Honestly I do not think that multi_platform is an inportant issue.
Although I am on opengl side, we must not forget a serious drawback vs direct x.
It is not the lack of support for input and sound\music but rather the lack of a 3D animated file format and relevant utility

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DirectX

It''s much better in my opinion. Like they''ve said, you can do sound and inpu with it too. Besides, a huge majority of gamers use PCs anyway. It''s a big bonus to be able to use DirectInput instead of windows for input. Microsoft isn''t that bad anyway.

Have you read Windows Game Programming for Dummies?

Newbie to game programming?
visit

KaBooMgames
Great for Newbs, Masters welcome as well

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Guest Anonymous Poster
I would choose DX if i were u. OGL is too basic and yet it is too complicated. I tried to develop a 3d engine in it and I had a lot of trouble due to spacial problems. There is a little bit too simplistic. Also, it seems like all on-the-market games use directx.

The code for opengl is a lot different compared to directx code. I usually code with a lot of comments and in a nice order but when I programmed with directx, I had a lot of trouble due to the fact that sometimes functions would need functions declared earlier than others. If you decide to use dinput if you choose ogl, it makes stuff comfusing because open gl does setup and everything a lot different than directx

The reason there are more ogl tutorials on the net is because opengl is easier, making it easier to make tutorials. Right, directx does not have as many, or not as i have seen, tutorials but the tutorials they do have are good. You don''t see that many of the same tutorials as you do in opengl, at least what i have seen. Go look in the articles section and then the directx section. See how different the tutorials are?

OpenGl was not made by microsoft and yet everything else on your computer is...hmmm...You can choose opengl if you want but i am gonna stay with directx because its more "to the point" and "relistic" and a few other reasons. If you choose directx, buy tricks of the windows game programming gurus. Its a really good starter book. i liked the zen of d3d game programming even though it didn''t have the best code.

I just thought of something else wrong with opengl, there are hardly any books out there, only tutorials. Go on amazon and search around for game programming books. I gaurentee that you will find over double at least dx books than ogl books.

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Guest Anonymous Poster
2nd paragraph should say:

I usually code with a lot of comments and in a nice order when I programm with directx,but when i switched to opengl. I had a lot of trouble due to the fact that sometimes functions would need functions declared earlier than others. If you decide to use dinput if you choose ogl, it makes stuff comfusing because open gl does setup and everything a lot different than directx.

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2nd paragraph should say:

I usually code with a lot of comments and in a nice order when I programm with directx,but when i switched to opengl. I had a lot of trouble due to the fact that sometimes functions would need functions declared earlier than others. If you decide to use dinput if you choose ogl, it makes stuff comfusing because open gl does setup and everything a lot different than directx.

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