• 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.

Archived

This topic is now archived and is closed to further replies.

Darksailor

OpenGL
OpenGl vs. DirectX

19 posts in this topic

Hi, i want to start learning game programming. Should i learn OpenGL or DirectX ? Which is easier to learn, more powerful, more supported etc.? cu ds
0

Share this post


Link to post
Share on other sites
A search in all forums for "opengl vs directx" yielded at least 11 hits with that string in the topic.

0

Share this post


Link to post
Share on other sites
I like stories.

The fanatic is incorruptible: if he kills for an idea, he can just as well get himself killed for one; in either case, tyrant or martyr, he is a monster.
--EM Cioran

Opere Citato
0

Share this post


Link to post
Share on other sites
"A search in all forums for "opengl vs directx" yielded at least 11 hits with that string in the topic." -NewDeal

No, that is incorrect sir.

A search in all forums would produce at least 12. =)


HAHAHA I love when people straight up say "So what do I start first: ogl or dx?"

its very amusing.

Im sorry, I get too excited.

0

Share this post


Link to post
Share on other sites
I like the way that these questions get posted in either the DirectX or OpenGL forum, but the posters still expect an unbiased answer.
0

Share this post


Link to post
Share on other sites
Yes good point.

HERE"S AN IDEA!

Search the web for articles BEFORE posting stuff like "Which is better, OpenGL or DirectX"..


LOL come to think of it, I was online the other day and saw someone post the following

"Hello. I am new to opungl and I wanted to make something like quake only with more weapons. how do I do this?"

(The above was a direct quote, no bull shit)


It''s rather amusing, really.
0

Share this post


Link to post
Share on other sites
quote:

LOL come to think of it, I was online the other day and saw someone post the following
"Hello. I am new to opungl and I wanted to make something like quake only with more weapons. how do I do this?"
(The above was a direct quote, no bull shit)

It''s rather amusing, really.



Yes, I saw something similar some time ago, there was a newbie asking on how he could write a black''n''white clone, he was (in his own opinion) a very advanced programmer, with over *3 months* of VB experience ! WOW

I agree, it''s funny...
0

Share this post


Link to post
Share on other sites
Well, you could do what I did, and write a multi-graphics engine that supports Direct3D, OpenGL, and Glide rendering (this is a sprite engine btw, so also has support for software GDI and DirectDraw).

Darksailor, what is your purpose for learning any 3D API? Download the documentation for both, and try the one that seems easier to learn for you. Once you''ve done that, try the other one.



MatrixCubed
http://MatrixCubed.cjb.net






0

Share this post


Link to post
Share on other sites
Ya good Idea!

Hey Shining Knight; I know once you read this you''ll close it, bu hey; Try to get a forum JUST FOR DX vs. OGL. It''d be a good place to watch all the posters to.

overnight youll get around 1000000 posts lol.
0

Share this post


Link to post
Share on other sites
as a noob i can say that using ogl is WAY easier than setting up direct x

but that''s just me
0

Share this post


Link to post
Share on other sites
Well , I understand that experienced game programmers can be fed up of answering questions about direct x vs opengl, nevertheless it is key question for a beginner.

For example I lost about two years getting started with Direct x.

In my opinion it would be fair to inform the Dev comunity that:

Opengl is the best choice to grasp the basic of graphic programming as well as for amateurs or shareware developers, Direct x is a must for anyone who want to undertake a career as professional game programmers.
0

Share this post


Link to post
Share on other sites
Heres one:

Should I learn OpenGL or DirectX? I heard both are too hard for people who have no programming expierience so I decided to make my own API. Any advice?

LOL. If someone ever posted that...

------------------------------
(Since noone seems to look at the article proposal forums..)
Interested in Flash tutorials on GameDev? Speak Up Here!

"He who fights with monsters should look to it that he himself does not become a monster... when you gaze long into the abyss, the abyss also gazes into you..."~Friedrich Nietzsche
0

Share this post


Link to post
Share on other sites
AlbertoT: while your post may be somewhat accurate. a newbie should NOT be worrying about whether to use OpenGL or DirectX, but rather learning how to program. Becoming a proficient developer takes time and practice. Once one has achieved a command of programming logic then one can venture into specific API''s and platforms. If someone is going to get into 3D programming then they should understand the basic concepts of 3D theory, such as trigonometry. Armed with knowledge one can easily determine with a couple test programs which 3D API will suit their needs. This POST has nothing to do with a persons skill level, but rather the individual''s resistance to learn anything on their own. i.e. jumping the computer programming bandwagon. it''s like me going up to Vince Carter and asking him "do you think i should shoot at a 35 degree angle or 40"? it all depends on the person. it''s pretty simple, i tried Direct3D for a couple weeks (4 years ago) and didn''t like it, so i bought the OpenGL reference guide and followed the examples. thus, based on my own experiences was able to determine which API i should use. i also experimented with "glide" but stuck with OpenGL. questions like this POST are ignorant and is a real sign of lazy programmer.

To the vast majority of mankind, nothing is more agreeable than to escape the need for mental exertion... To most people, nothing is more troublesome than the effort of thinking.
0

Share this post


Link to post
Share on other sites
jenova
Thanks for your comments.
I think that the correct choice depends on what Darksailor is looking for, but also that our comunity should help him to make the correct choice instead of providing generic or ironic answers.

For example , I have a basic software and a deep engineering background from school.
my job has nothing to do neither with programming nor engineering.
I can dedicate few hours a week only to my hobby.
Sometimes I dream to make money with my games but when I wake up and I realize it is a dream.
When I sit down in front of my computer, after dinner , the only thing I ask is to have fun and not to get an headache.

Would you honestly suggest to me to use Direct x.?


0

Share this post


Link to post
Share on other sites
DirectX versus OpenGL, hmmm.

well, one thing that I can input is that DirectX covers more areas of game programming other than graphics. DirectInput, DirectSound, DirectDraw, Direct3D, and more are all parts of a larger picture. And the thing is with DirectX, is that when you learn one part (like DirectSound or DirectDraw), the rest of the parts are easy to learn because they use the same concepts and setups.

Plus, as one person stated, DirectX experience is pretty much a prerequisite for becoming a professional. If you check any help-wanted ads in game company websites (like Midway or Capcom), you can see the backup to this statement.

OpenGL is good, and it''s pretty easy as far as I can see. If you just want to focus mainly on graphics, and just want to make games and projects for yourself, I''d try to learn that first.

0

Share this post


Link to post
Share on other sites
my POST has nothing to do with OpenGL vs. Direct3D (obviously not the entire DirectX API). and i see nothing wrong with helping people who have difficult to find questions. i have even coded examples with comments and e-mailed it to people from this message board. the argument here is that people are (becoming/being) lazy. computer programming is NOT easy. i''ve spent the last 15 years proving that point. and i still have to ask questions. but, geez, if you want to become a programmer (which the original POSTER has stated) then you should know how to use a search engine. how long does it take to search for examples, definitions, specs, etc. or code a simple test to render some polygons whether using Direct3D or OpenGL. that''s how you learn, not by asking people to make your every decision for you.

To the vast majority of mankind, nothing is more agreeable than to escape the need for mental exertion... To most people, nothing is more troublesome than the effort of thinking.
0

Share this post


Link to post
Share on other sites
quote:
Original post by AlbertoT
I think that... our comunity should help him to make the correct choice instead of providing generic or ironic answers.

There is nothing generic or ironic about asking someone to make use of his brain - or a search engine if that fails.

quote:
<Cutting a lot of description>
Would you honestly suggest to me to use Direct x.?

Yes, why not? I have an engineering background as well but have been programming C++ for 6+ years and I don''t like OpenGL. It''s still a question of preference and the way your brain works. If you prefer
Device->DrawPrimitive(primitive_type, ...); 

to
glDrawPrimitive(primitive_type,...); 

then use DirectX. Otherwise use OpenGL.

The real critical issue is that every aspiring professional programmer must learn to use tools [s]he isn''t exactly ecstatic about, from operating systems and APIs to programming languages.
0

Share this post


Link to post
Share on other sites
You have no idea how tired I am of these threads. Please, read the FAQ before you start posting, and if you really wanna find out about DX vs. GL, search for previous posts.

And if you guys want a PERMANENT thread about DX vs. GL, have Dave set you up one.

------------------------------
Trent (ShiningKnight)
E-mail me
ShiningKnight Games
0

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Similar Content

    • By Solid_Spy
      Hello, I have been working on SH Irradiance map rendering, and I have been using a GLSL pixel shader to render SH irradiance to 2D irradiance maps for my static objects. I already have it working with 9 3D textures so far for the first 9 SH functions.
      In my GLSL shader, I have to send in 9 SH Coefficient 3D Texures that use RGBA8 as a pixel format. RGB being used for the coefficients for red, green, and blue, and the A for checking if the voxel is in use (for the 3D texture solidification shader to prevent bleeding).
      My problem is, I want to knock this number of textures down to something like 4 or 5. Getting even lower would be a godsend. This is because I eventually plan on adding more SH Coefficient 3D Textures for other parts of the game map (such as inside rooms, as opposed to the outside), to circumvent irradiance probe bleeding between rooms separated by walls. I don't want to reach the 32 texture limit too soon. Also, I figure that it would be a LOT faster.
      Is there a way I could, say, store 2 sets of SH Coefficients for 2 SH functions inside a texture with RGBA16 pixels? If so, how would I extract them from inside GLSL? Let me know if you have any suggestions ^^.
    • By DaniDesu
      #include "MyEngine.h" int main() { MyEngine myEngine; myEngine.run(); return 0; } MyEngine.h
      #pragma once #include "MyWindow.h" #include "MyShaders.h" #include "MyShapes.h" class MyEngine { private: GLFWwindow * myWindowHandle; MyWindow * myWindow; public: MyEngine(); ~MyEngine(); void run(); }; MyEngine.cpp
      #include "MyEngine.h" MyEngine::MyEngine() { MyWindow myWindow(800, 600, "My Game Engine"); this->myWindow = &myWindow; myWindow.createWindow(); this->myWindowHandle = myWindow.getWindowHandle(); // Load all OpenGL function pointers for use gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); } MyEngine::~MyEngine() { this->myWindow->destroyWindow(); } void MyEngine::run() { MyShaders myShaders("VertexShader.glsl", "FragmentShader.glsl"); MyShapes myShapes; GLuint vertexArrayObjectHandle; float coordinates[] = { 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; vertexArrayObjectHandle = myShapes.drawTriangle(coordinates); while (!glfwWindowShouldClose(this->myWindowHandle)) { glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw something glUseProgram(myShaders.getShaderProgram()); glBindVertexArray(vertexArrayObjectHandle); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(this->myWindowHandle); glfwPollEvents(); } } MyShaders.h
      #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> #include "MyFileHandler.h" class MyShaders { private: const char * vertexShaderFileName; const char * fragmentShaderFileName; const char * vertexShaderCode; const char * fragmentShaderCode; GLuint vertexShaderHandle; GLuint fragmentShaderHandle; GLuint shaderProgram; void compileShaders(); public: MyShaders(const char * vertexShaderFileName, const char * fragmentShaderFileName); ~MyShaders(); GLuint getShaderProgram(); const char * getVertexShaderCode(); const char * getFragmentShaderCode(); }; MyShaders.cpp
      #include "MyShaders.h" MyShaders::MyShaders(const char * vertexShaderFileName, const char * fragmentShaderFileName) { this->vertexShaderFileName = vertexShaderFileName; this->fragmentShaderFileName = fragmentShaderFileName; // Load shaders from files MyFileHandler myVertexShaderFileHandler(this->vertexShaderFileName); this->vertexShaderCode = myVertexShaderFileHandler.readFile(); MyFileHandler myFragmentShaderFileHandler(this->fragmentShaderFileName); this->fragmentShaderCode = myFragmentShaderFileHandler.readFile(); // Compile shaders this->compileShaders(); } MyShaders::~MyShaders() { } void MyShaders::compileShaders() { this->vertexShaderHandle = glCreateShader(GL_VERTEX_SHADER); this->fragmentShaderHandle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(this->vertexShaderHandle, 1, &(this->vertexShaderCode), NULL); glShaderSource(this->fragmentShaderHandle, 1, &(this->fragmentShaderCode), NULL); glCompileShader(this->vertexShaderHandle); glCompileShader(this->fragmentShaderHandle); this->shaderProgram = glCreateProgram(); glAttachShader(this->shaderProgram, this->vertexShaderHandle); glAttachShader(this->shaderProgram, this->fragmentShaderHandle); glLinkProgram(this->shaderProgram); return; } GLuint MyShaders::getShaderProgram() { return this->shaderProgram; } const char * MyShaders::getVertexShaderCode() { return this->vertexShaderCode; } const char * MyShaders::getFragmentShaderCode() { return this->fragmentShaderCode; } MyWindow.h
      #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> class MyWindow { private: GLFWwindow * windowHandle; int windowWidth; int windowHeight; const char * windowTitle; public: MyWindow(int windowWidth, int windowHeight, const char * windowTitle); ~MyWindow(); GLFWwindow * getWindowHandle(); void createWindow(); void MyWindow::destroyWindow(); }; MyWindow.cpp
      #include "MyWindow.h" MyWindow::MyWindow(int windowWidth, int windowHeight, const char * windowTitle) { this->windowHandle = NULL; this->windowWidth = windowWidth; this->windowWidth = windowWidth; this->windowHeight = windowHeight; this->windowTitle = windowTitle; glfwInit(); } MyWindow::~MyWindow() { } GLFWwindow * MyWindow::getWindowHandle() { return this->windowHandle; } void MyWindow::createWindow() { // Use OpenGL 3.3 and GLSL 3.3 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Limit backwards compatibility glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Prevent resizing window glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Create window this->windowHandle = glfwCreateWindow(this->windowWidth, this->windowHeight, this->windowTitle, NULL, NULL); glfwMakeContextCurrent(this->windowHandle); } void MyWindow::destroyWindow() { glfwTerminate(); } MyShapes.h
      #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> class MyShapes { public: MyShapes(); ~MyShapes(); GLuint & drawTriangle(float coordinates[]); }; MyShapes.cpp
      #include "MyShapes.h" MyShapes::MyShapes() { } MyShapes::~MyShapes() { } GLuint & MyShapes::drawTriangle(float coordinates[]) { GLuint vertexBufferObject{}; GLuint vertexArrayObject{}; // Create a VAO glGenVertexArrays(1, &vertexArrayObject); glBindVertexArray(vertexArrayObject); // Send vertices to the GPU glGenBuffers(1, &vertexBufferObject); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(coordinates), coordinates, GL_STATIC_DRAW); // Dertermine the interpretation of the array buffer glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *)0); glEnableVertexAttribArray(0); // Unbind the buffers glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); return vertexArrayObject; } MyFileHandler.h
      #pragma once #include <cstdio> #include <cstdlib> class MyFileHandler { private: const char * fileName; unsigned long fileSize; void setFileSize(); public: MyFileHandler(const char * fileName); ~MyFileHandler(); unsigned long getFileSize(); const char * readFile(); }; MyFileHandler.cpp
      #include "MyFileHandler.h" MyFileHandler::MyFileHandler(const char * fileName) { this->fileName = fileName; this->setFileSize(); } MyFileHandler::~MyFileHandler() { } void MyFileHandler::setFileSize() { FILE * fileHandle = NULL; fopen_s(&fileHandle, this->fileName, "rb"); fseek(fileHandle, 0L, SEEK_END); this->fileSize = ftell(fileHandle); rewind(fileHandle); fclose(fileHandle); return; } unsigned long MyFileHandler::getFileSize() { return (this->fileSize); } const char * MyFileHandler::readFile() { char * buffer = (char *)malloc((this->fileSize)+1); FILE * fileHandle = NULL; fopen_s(&fileHandle, this->fileName, "rb"); fread(buffer, this->fileSize, sizeof(char), fileHandle); fclose(fileHandle); buffer[this->fileSize] = '\0'; return buffer; } VertexShader.glsl
      #version 330 core layout (location = 0) vec3 VertexPositions; void main() { gl_Position = vec4(VertexPositions, 1.0f); } FragmentShader.glsl
      #version 330 core out vec4 FragmentColor; void main() { FragmentColor = vec4(1.0f, 0.0f, 0.0f, 1.0f); } I am attempting to create a simple engine/graphics utility using some object-oriented paradigms. My first goal is to get some output from my engine, namely, a simple red triangle.
      For this goal, the MyShapes class will be responsible for defining shapes such as triangles, polygons etc. Currently, there is only a drawTriangle() method implemented, because I first wanted to see whether it works or not before attempting to code other shape drawing methods.
      The constructor of the MyEngine class creates a GLFW window (GLAD is also initialized here to load all OpenGL functionality), and the myEngine.run() method in Main.cpp is responsible for firing up the engine. In this run() method, the shaders get loaded from files via the help of my FileHandler class. The vertices for the triangle are processed by the myShapes.drawTriangle() method where a vertex array object, a vertex buffer object and vertrex attributes are set for this purpose.
      The while loop in the run() method should be outputting me the desired red triangle, but all I get is a grey window area. Why?
      Note: The shaders are compiling and linking without any errors.
      (Note: I am aware that this code is not using any good software engineering practices (e.g. exceptions, error handling). I am planning to implement them later, once I get the hang of OpenGL.)

       
    • By KarimIO
      EDIT: I thought this was restricted to Attribute-Created GL contexts, but it isn't, so I rewrote the post.
      Hey guys, whenever I call SwapBuffers(hDC), I get a crash, and I get a "Too many posts were made to a semaphore." from Windows as I call SwapBuffers. What could be the cause of this?
      Update: No crash occurs if I don't draw, just clear and swap.
      static PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format 32, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 24, // 24Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC = GetDC(windowHandle))) return false; unsigned int PixelFormat; if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) return false; if (!SetPixelFormat(hDC, PixelFormat, &pfd)) return false; hRC = wglCreateContext(hDC); if (!hRC) { std::cout << "wglCreateContext Failed!\n"; return false; } if (wglMakeCurrent(hDC, hRC) == NULL) { std::cout << "Make Context Current Second Failed!\n"; return false; } ... // OGL Buffer Initialization glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glUseProgram(myprogram); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, (void *)indexStart); SwapBuffers(GetDC(window_handle));  
    • By Tchom
      Hey devs!
       
      I've been working on a OpenGL ES 2.0 android engine and I have begun implementing some simple (point) lighting. I had something fairly simple working, so I tried to get fancy and added color-tinting light. And it works great... with only one or two lights. Any more than that, the application drops about 15 frames per light added (my ideal is at least 4 or 5). I know implementing lighting is expensive, I just didn't think it was that expensive. I'm fairly new to the world of OpenGL and GLSL, so there is a good chance I've written some crappy shader code. If anyone had any feedback or tips on how I can optimize this code, please let me know.
       
      Vertex Shader
      uniform mat4 u_MVPMatrix; uniform mat4 u_MVMatrix; attribute vec4 a_Position; attribute vec3 a_Normal; attribute vec2 a_TexCoordinate; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { v_Position = vec3(u_MVMatrix * a_Position); v_TexCoordinate = a_TexCoordinate; v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0)); gl_Position = u_MVPMatrix * a_Position; } Fragment Shader
      precision mediump float; uniform vec4 u_LightPos["+numLights+"]; uniform vec4 u_LightColours["+numLights+"]; uniform float u_LightPower["+numLights+"]; uniform sampler2D u_Texture; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { gl_FragColor = (texture2D(u_Texture, v_TexCoordinate)); float diffuse = 0.0; vec4 colourSum = vec4(1.0); for (int i = 0; i < "+numLights+"; i++) { vec3 toPointLight = vec3(u_LightPos[i]); float distance = length(toPointLight - v_Position); vec3 lightVector = normalize(toPointLight - v_Position); float diffuseDiff = 0.0; // The diffuse difference contributed from current light diffuseDiff = max(dot(v_Normal, lightVector), 0.0); diffuseDiff = diffuseDiff * (1.0 / (1.0 + ((1.0-u_LightPower[i])* distance * distance))); //Determine attenuatio diffuse += diffuseDiff; gl_FragColor.rgb *= vec3(1.0) / ((vec3(1.0) + ((vec3(1.0) - vec3(u_LightColours[i]))*diffuseDiff))); //The expensive part } diffuse += 0.1; //Add ambient light gl_FragColor.rgb *= diffuse; } Am I making any rookie mistakes? Or am I just being unrealistic about what I can do? Thanks in advance
    • By yahiko00
      Hi,
      Not sure to post at the right place, if not, please forgive me...
      For a game project I am working on, I would like to implement a 2D starfield as a background.
      I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map.
      I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...).

      Is there someone who could have an idea of a distribution which could result in such a starfield?
      Any insight would be appreciated
  • Popular Now