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Triton

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  1. In my system, I have a 'Transform' component that all entities have by default. Then 'Geometry' components, or (Physics) 'Body' components share that transform, which keeps position, orientation, and scale information. When you attach a 'Body' component, it will set the transform matrix in the 'Transform' and set a flag so it doesn't automatically create a new transform each frame.
  2. [quote name='Sc4Freak' timestamp='1296276151' post='4766502'] 2) If I use AABBs I guess I can apply the transform to each of the 8 corners (turning it into an OBB) and then get the AABB that encompasses that. But that generates a pretty loose bound (eg. when rotated by 45 degrees). Any better way to handle AABBs? [/quote] That's what I'm doing at the moment. It has worked fine so far.
  3. OpenGL

    When I started my engine, I also started by the scene graph approach, where you can parent entities, and transformations are hierarchical. After I had it working, I realized it was pretty useless, and just switched to a simple render list. By the way, you would want to render the sky last, not first (but still before transparent objects!). That way it you can usually minimize the fill operations in the framebuffer, since most of the fragments/pixels will get discarded early in the pipeline.
  4. I'm also using MurmurHash for resource identification purposes. It was worked well so far, though I don't have many resources yet.
  5. As an alternative to Cg, there is also a project called MojoShader which I discovered the other day. Quote:MojoShader is a library to work with Direct3D shaders on alternate 3D APIs and non-Windows platforms. The primary motivation is moving shaders to OpenGL languages on the fly. The developer deals with "profiles" that represent various target languages, such as GLSL or ARB_*_program. Google is also working on something similiar, but for converting GLSL shaders to HLSL (for usage in WebGL enabled browsers). It's called the ANGLE project. You can find the the source for the GLSL-to-HLSL compiler in the repository. Hope it might be useful.
  6. Quote:Original post by game_dev01 hmm.. thanx a lot for ur quick reply.. :) i think since m just a beginner so taking simple shape should work!! ;) by the way, can u please also tell me that is there any other way to translate an object in opengl than translating the whole opengl window (using glTranslatef). this also applies for rotation and all other transformations also.. since, i wish to rotate the tyres of my car irrespective of the whole car body.. Can this be done?? Well you can push and pop transformation matrices from a stack (glPush/glPopMatrix) so it only applies to the objects you want. But the current non-deprecated way to do what you want is by using shaders with your own transformation matrices. That way you can keep each object translation separate and send it to the shader (as the model/view matrix) when you want to draw the object.
  7. Quote:Original post by jyk Quote:Original post by Triton You will also probably ignore painful issues like the difference between coordinate systems conventions...Whenever this comes up, I always feel compelled to point out that strictly speaking, there's no difference in coordinate system between OpenGL and D3D (aside from perhaps viewport or screen coordinates - I can't remember off the top of my head how those are handled between the two APIs). Keep in mind that in both OpenGL and D3D you can construct the transform matrices yourself and upload them directly to the API. This along with the fact that the DirectX math library includes both left- and right-handed versions of the functions for which it makes a difference means that you can set up both OpenGL and D3D to be either right or left handed, as you prefer. As such, coordinate system conversions shouldn't be an issue; you can use whichever convention you prefer with both APIs. Thanks for correcting me. And it is indeed true that you can construct the transform matrices yourself (and you have to from non-deprecated OpenGL 3 onwards), but if I recall correctly GLSL expects column major matrices, and there are specific calls to send uniforms to the shaders that transpose the data. So you still have to be extra careful with these details. Anyway, my point is that while it is possible to do it with some care, a beginner won't grasp these details and will have a huge pain in the ass making it all work.
  8. I had the same question when I started my engine, and I opted to go with OpenGL only. I'm glad I did, since when you are starting out you won't know what is worth abstracting. You will also probably ignore painful issues like the difference between coordinate systems conventions between different APIs, row vs. column major matrices, different shading languages, etc. It will be a huge pain in the ass.
  9. I suspected it was a NVIDIA, but I wanted to confirm. On Windows the NVIDIA OpenGL drivers are known for their relaxed behaviour when it comes to GLSL shaders. Probably their OSX drivers are more strict.
  10. What is the graphics card? Anyway, the driver is probably stricter in OSX that in Windows.
  11. Quote:Original post by taz0010 Build > Cancel. The menu option only appears while you're building. Also control + break. Your lack of a pause button must be a VS Express thing. It's definitely there in the full version of VS2010. Well, thing is there isn't a Build menu in Express by default. I just "discovered it" by enabling the Expert mode. Thanks for the tip Ben.
  12. Your question is quite confusing. Do you have some custom C++ code where you want to integrate Lua? Or are you trying to make a new mod for an existing game (which supports Lua)?
  13. Quote:Original post by Nik02 Quote:Original post by Triton how to stop a build ctrl+break Quote: pause the debugger in the currently running instruction ctrl+alt+break on VS, or the "pause" button next to the "play" button :) Well is that button available in the Express edition? This is all I get: Also the Stop Build button, which I used to have in VS 2008 but I don't see anywhere in 2010. Thanks for the keyboard shortcut though. It'll come handy. EDIT: Another problem I have is that it sometimes doesn't jump to the correct line when clicking on errors in the Output pane.
  14. I'm using a similar solution to Trefall, with a C++ delegate event system.
  15. Well it's not outdated IMHO. Sure there is .NET and WinForms / WPF, but there are a lot of advanced things you can just do with Win32 API knowledge. That said, if you are using C++, Qt or wxWidgets are quite nice to use. If you need more than create a window and a Direct3D / OpenGL context, I would recommend those libraries, since creating a GUI framework is a lot of work.