Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

203 Neutral

About reenigne

  • Rank

Personal Information


  • Twitter

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. reenigne

    Removing Youtube Tutorials

    Thanks for the replies. You are right in people will go with the bad videos they do it even when both are free. Take these two https://www.youtube.com/watch?v=f3Ion00p78M https://www.youtube.com/watch?v=WeUmb8XeOms here he uses make but because the make only is target to 32 bit mingw on windows he doesn't know how to do it. Both of those videos the person claims GLEW 2.0 is broken it isn't. He simply doesn't understand there are new compiler flags that need to be set in the first video. The second video he uses make but there isn't a make for mingw-w64 provided for windows. If he knew how to read a make file he could have at least figure that out. I even go to the point of providing resources like this to make it a bit easier for people http://www.grhmedia.com/glew.html Where it has the precompiled glew for both mingw64 and mingw. If they want to compile it themselves not using make but a bat file I even provide those that work with glew 2.0 and above. Not sure why so many have issues using make but hey. If this makes it easier great. Right now I'm in the middle of rebuilding the server. Even did that for SOIL for some guy a while back simply because they asked. http://www.grhmedia.com/glew/soil.zip So the money isn't so much for the tutorial itself its to cover bandwidth and the time I spend helping people who need that extra bit of help. I'm obviously going to have to find some sort of balance though be it patreon or putting the tutorials up for free and charging for additional resource access. Or maybe start simply charging for the one on one work... Frankly, most the work comes from people having issues with other people's tutorials. Wouldn't it be nice if there was some sort of sign to steer people away from crap tutorials. Hmmm. That does give me an idea what about a database for ranking tutorials posted on sites like youtube and so on. Where it tells what is wrong with them like those two listed above. Thanks again for feed back.
  2. For those that don't know me. I am the individual who's two videos are listed here under setup for https://wiki.libsdl.org/Tutorials I also run grhmedia.com where I host the projects and code for the tutorials I have online. Recently, I received a notice from youtube they will be implementing their new policy in protecting video content as of which I won't be monetized till I meat there required number of viewers and views each month. Frankly, I'm pretty sick of youtube. I put up a video and someone else learns from it and puts up another video and because of the way youtube does their placement they end up with more views. Even guys that clearly post false information such as one individual who said GLEW 2.0 was broken because he didn't know how to compile it. He in short didn't know how to modify the script he used because he didn't understand make files and how the requirements of the compiler and library changes needed some different flags. At the end of the month when they implement this I will take down the content and host on my own server purely and it will be a paid system and or patreon. I get my videos may be a bit dry, I generally figure people are there to learn how to do something and I rather not waste their time. I used to also help people for free even those coming from the other videos. That won't be the case any more. I used to just take anyone emails and work with them my email is posted on the site. I don't expect to get the required number of subscribers in that time or increased views. Even if I did well it wouldn't take care of each reoccurring month. I figure this is simpler and I don't plan on putting some sort of exorbitant fee for a monthly subscription or the like. I was thinking on the lines of a few dollars 1,2, and 3 and the larger subscription gets you assistance with the content in the tutorials if needed that month. Maybe another fee if it is related but not directly in the content. The fees would serve to cut down on the number of people who ask for help and maybe encourage some of the people to actually pay attention to what is said rather than do their own thing. That actually turns out to be 90% of the issues. I spent 6 hours helping one individual last week I must have asked him 20 times did you do exactly like I said in the video even pointed directly to the section. When he finally sent me a copy of the what he entered I knew then and there he had not. I circled it and I pointed out that wasn't what I said to do in the video. I didn't tell him what was wrong and how I knew that way he would go back and actually follow what it said to do. He then reported it worked. Yea, no kidding following directions works. But hey isn't alone and well its part of the learning process. So the point of this isn't to be a gripe session. I'm just looking for a bit of feed back. Do you think the fees are unreasonable? Should I keep the youtube channel and do just the fees with patreon or do you think locking the content to my site and require a subscription is an idea. I'm just looking at the fact it is unrealistic to think youtube/google will actually get stuff right or that youtube viewers will actually bother to start looking for more accurate videos.
  3. I created this a short while back hope it helps some of you. This tutorial shows how to install code blocks, mingw-w64, SDL2, Compile GLEW 2.0, and get a basic opengl 3.3 through 4.5 program running. Bat file used to compile GLEW http://www.grhmedia.com/glew/compile.64.bat 64bit http://www.grhmedia.com/glew/compile.bat 32bit The project http://www.grhmedia.com/tutorials/BasicSDLOGLTest.zip Precompile glew for 64 bit mingw http://www.grhmedia.com/glew/glew-2.0.0-mingw-w64.zip 64bit http://www.grhmedia.com/glew/glew-2.0.0-mingw.zip 32bit The larger project with triangle http://www.grhmedia.com/tutorials/SDLOGL02_64bit_recent.zip
  4. Modding to me is a good place to look at a game and see what others have done. You do learn something from it. I wouldn't waste massive amounts of time on it unless you want to work on building levels or content for others. If you want to build a game yourself and eventually sell it Modding should be something you take a brief look at. As pointed out above learning another person's game takes time you can get a good ways into learning no only how to program but how game engines are built along with graphics engines and more.
  5. https://support.google.com/webmasters/answer/168328?hl=en&ref_topic=2365140 You can request a malware review.   I had the same flags on http://www.grhmedia.com. It doesn't matter if you have it in a zip file or not their servers will look in the zip file and find the exe unless it is encrypted. Even then I am not sure it will get flagged for the potential. Unfortunately I didn't learn of the above method before getting mine removed. If it is removed. Just saying I don't see the warning any more but not sure if other do or don't.
  6. reenigne

    opengl initialization flow

    My preference is SDL2.0  If you are using code::blocks this will tell you what you need to set it up with opengl3+ ->4+ and how to compile GLEW for it. Its easy enough my 12 year old son can do it. If you are using Visual studio it is already compiled for it to start with. There majority of sites seem to cover visual studio. I chose code blocks because I can switch from Windows to Linux and my environment doesn't change. I've had no trouble compiling the programs from one OS to the other.
  7. The video isn't bad so not to knock you down or anything. However, 2D collision can be a bit more complex. Just consider moving vehicles colliding or an object falling. It all depends on what you are trying to achieve. If you are looking to move a mouse through a maze or character what you got will probably work fine. Also your collision method seems to rely on moving +1 position in whatever direction. If the player was moving at a rate of 5 they would be left with a barrier around any object they collide with using your method. Upon a collision provided you are not showing bounce effects you would want the player to be moved to the closest distance to the object not left 4 or 5 space away. Again the point isn't to knock you down but to emphasize 2D collsion detection can be a bit more complex than you are making it.
  8. I'm with Iron Chef on this one. Let them learn the recipes and so on. You could also add in a good bit of realism in the formulas. You could look at old and common formulas used to make all sorts of stuff and look up how stuff was made in the past. Gun powder, oils, soaps, medicines such as aspirin and other narcotics, perfumes, and more have been made for ages.   Granted you don't want to go to far in it you can make stuff far to difficult for the average player if you do. Then again it might not hurt them to learn something.
  9. reenigne

    opengl initialization flow

    Where he got the information from was as he stated the documentation provided by the Khronos Group. You should be able to find it on opengl.org As to what reason there is to an order. Some things rely on others to be built before hand. In other cases some of them can certainly be moved around and done at different times. If you look at the function calls various items need to be passed to them. Example: you can't get the devicecontext with out the hwnd(handle to window) you can't get the renderContext without the device context. So the requirements for each of those in effect sets the order they are created. In truth there are easier ways to create an opengl 4 program using SDL2.0 with opengl and glew is easier by far in my opinion having done both ways. Using a simpler method would allow you more time to work on learning the API rather than dealing with the setup. Also using SDL2.0 will make it easier to go cross platforms if that is ever an interest.  
  10. Here is what it boils down to. As I said earlier it has to do with society. What people are willing to buy as many have pointed out besides myself companies are in the business to make money. So they target what they think they can make the most profit on. We can all sit here discussing it to no end and it won't make a single bit of difference. The only thing that will make a difference is if we choose to participate in this garbage. I've did all sorts of jobs in my life for money after I left the nuclear power program. I learned my lesson. I'm not going to let some company ruin what I love doing over money. I won't work on a product I don't believe in or like. I refuse to keep feeding a system that does more harm than good. Each of you have the same choice. Its simple at the end of the day if you aren't happy with what you made it is just going to eat at you. You can use all the justification in the world to go along with something but in the back of your mind your subconscious always knows the truth. 
  11. Brainx7 I suggest you read this. http://www.red3d.com/cwr/steer/ 
  12. I'd say its society. Just look we've had this massive decline in education over a number of decades. The people no longer are about what they can do for this country but what they can get out of it. So of course a game that requires any real thought or work isn't going to do as well on the market. Most people no longer have the aptitude for it or patients or perseverance to solve anything complex. I remember when I used to go on sites like flipcode.com back in the day and it was busy as heck till he shut the site down for that long period. More people were willing to put the work in and learn then. At least it seems that way. People are more about flash rather than substance and value by far. Most couldn't do the work to tell if they are getting ripped off or not. Which is why so many of them are easily ripped off. So yea games have became more about being pretty and less about substance and story telling. Quests and puzzles all have become simpler. That's what the people will buy. I figure if you want to create a game with any real complexity to it these days you are going to have to sneak it in. Make it look good or different and start it out easy. As the game progresses you add in more so by the time the realize the complexity they already have a good amount of time invested in it and then make it competitive so they see it as a matter of trying to beat the other individual. If you look at games like Kingdoms of Camelot and others on the internet that do good they are about showing off how much you can horde. Or at least they became like that because the way people are and play.
  13. It has to do with the ability to react the Mario brother games for example once you get moving and pass some items you could potentially have stuff come at you from behind. Remember not everything on those screens moves in just one direction. If you were stuck against the left side of the screen or close to it you first may not see it before it could effect you and you just may not have the time to react. 
  14. I recently decided to get back into programming again. The last time I was programming to any great extent opengl 2.0 was out. A number of improvements have happened since then. I recently watched this http://www.gdcvault.com/play/1017850/ "Porting source to linux valve's lessons learned". I decided to see if I could get codeblocks with the mingw compiler and SDL2.0 working. Then I wanted to be able use opengl 3.3+. To gain access to opengl3+ I decided to use GLEW. The amount of information around setting up SDL2 vs SDL1 is far less. Secondly most of it appears to based on using it with visual studio. Getting GLEW to work with mingw requires recompiling the library the dlls that come with it are for visual studio. I lucked out and found a script on one chat board that made that simple. To make things a bit easier for anyone else interested in doing the same I created two video the first of which is just setting up codeblocks with SDL2.0 the second is setting it up with SDL2.0, opengl3+ & GLEW including how to compile the binaries and where to get everything. I made the project available on my site. One of primary reasons I chose to use these was cross platform availability. It should allow using the same development environment across platforms and the least amount of code change in the long run. A number of improvements can still be made such as putting the linker libraries and directories in the project setting rather than general is one. Someone could also right a script to start a project with these setup similar to the SDL1 version. Anyway hope this helps some of you. setting up codeblocks with SDL2.0 Setting up codeblocks with SD2.0, opengl3+, & glew
  15. Well I have been messing around on and off with Terrain generation for a while. When I say on and off I mean six month gaps. I decided to revisit the standard height field. One area it seemed to lack in was you didn't get cliffs with overhangs or caves. I decided to try instead of just raising the center points when tessellating up and down to move them along a normal to the two adjacent plains to the line. Well what I got was what I expected basically a crumpled up peace of paper. That is what the result looked like not what I did with my notes. My next solution to this issue was to introduce the behavior later in development of the terrain. It turns out that it is best from my testing at least to do so on or after the 4th time through tessellating the entire field or object. Yes, this can be applied to spherical or any other object easily tessellated. the method of tessellation I am using is the one taking the triangle and breaking it into 4 triangles by splitting each side in half. The terrain should be viewable using any of the height field terrain engines. Unless the individual took some sort of short cut and makes assumptions that every triangle is exactly the same shape and size. Not sure if anyone has done something the same way. I know most height fields don't contain any over hangs in fact I can't name a system that generates them other than those using some sort of volume based terrain generation. But with the countless number of papers and projects on the web I am bound to have missed some. When I get my server back up and running I'll post it for people to play with. Till then it should give at least a few ideas in changes one can make.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!