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1. ## How To Learn Game Programming

Quote:Original post by szecslearn the basics of linear algebra, and understand it, understand the geometry, practice it a lot, draw/sketch a lot, and a whole world will open to you. That is all well and good but to most people it's boring. Why would you start out doing something by learning the theory behind it? You start with the fun (making simple games with pre-build libraries) then later on when you understand a little more you start learning those things.
2. ## How To Learn Game Programming

Quote:Original post by X Abstract X Looks good but I think that jumping into a Tetris clone right after writing a Pong clone is a little tough. I had a really hard time getting my head around Tetris. Perhaps a space shooter can help bridge the gap. I agree that its harder, but the only real difference is the advanced collision detection. You have to worry about awkward angles rather then just radius vs radius, which is a good thing leading into pacman (where you have to deal with map based collision).

4. ## 2D OpenGL Book?

Quote:Original post by zerothrillz No. Generally, people use an orthogonal perspetive. The depth component can still be useful for layering. +1 to that. I make primarily 2D games using openGL and placement on the z-axis is very important to layer correctly.
5. ## Simple Boids Problem

I followed your advice and stepped through my code and found the problem. The algorithm is wrong slightly and doesn't do what it should but the result at the moment is actually better for my purposes. Thanks for the help.
6. ## Simple Boids Problem

I have tried to implement a boids algorithm into my current game, but am having some issues. When the boids code is removed the 100 objects draw to the screen fine, just static, but when I add the boids code they dont appear at all. Code is here: http://pastebin.com/MaVvdPyk
7. ## The first path, to take the first step

As a beginner who spent months on C++ and OpenGL who then switched to C# XNA, I really recommend the switch. The first few months was spent mostly with headaches trying to work out how to correctly render something to the screen, leaving me with little time to actually develop games. This made me frustrated and stopped me having fun. After switching to XNA I have been developing with it for a month and have made 3 small games, now developing a larger shmup. Everything is much easier as I don't have to worry about the low level stuff (which is good for newbies). Don't get me wrong, I intend to learn DirectX/OpenGL and C++ down the track but for now I want to concentrate on making fun games and have my knowledge grow from there rather then learning things that are way beyond my skill level.

For bigger things, fill out the world more. Make the trees leafier, smoother. Add differing tufts of grass around the place so it doesn't look so bland on the ground. Also a big thing in the characters is detail. You have a good model and a great face texture, then the rest of the body seems to be made up of block colors. Give them actual clothes with the illusion of wrinkles, folds, etc. Oh and make the water better :p
9. ## Red book, blue book, orange book, etc?

Looking on amazon it looks like the latest version of the blue book is 1.4, which is awful. You don't want to be reading that, just get the Latest versions of the Red and Orange (3.0 3.1 Orange). Also, OpenGL 4.0 and GLSL 4.0 just got released. So a new Orange and Red book may be only a few months away if your up to waiting. If not, the 3.1 Orange and 1.5 Red versions should be fine because they are very current in what they can do. By the way, on the note of version numbers. The latest GLSL has been changed to version match OpenGL (ie, OpenGL 4.0 matches GLSL 4.0) but before this update it wasn't the same numbers, so OpenGL 3.2 matched GLSL 1.5 But under no circumstances do you want to be learning OpenGL 1.5, its outdated tech.
10. ## Concerned about learning game dev in c++

Quote:Original post by daviangel Only reason to really bother with C++ is if you plan on programming for the iPhone. Just like with C++ you'll have to learn to clean up after yourself since there is no garbage collector to clean up after you on the iPhone either :( Dev for the iPhone is done with Objective-C, not C++.
11. ## SDL + OpenGL = coordinates confusion

I said SHOULD, not IS. It can be whatever you want, but the standard setup in 2D is 0,0 in the top left corner, right is x+ and down is y+.
12. ## SDL + OpenGL = coordinates confusion

0, 0 SHOULD be the upper left corner of the screen when using 2D. If you want to use the openGL code you posted above, you first have to change where the local 0,0 is, by using glTranslatef( SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 0 ); This will make those new coordinates 0, 0, 0 for the time being, which you can then use to do things like glVertex2f( -1, 1 ); etc. After drawing the object on the screen (ie, after glEnd();) you then pop back to the identity matrix (0, 0, 0 being the top left corner) by using glLoadIndentity(); But remember, everything here is now deprecated and not good to use. You SHOULD be using shaders, but when learning, this stuff is fine. Here is a code example: void draw_square() { glTranslatef( SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 0 ); glColor3f( 1.0, 1.0, 1.0 ); glBegin( GL_POLYGON ); glVertex2f( -1.0, -1.0 ); glVertex2f( 1.0, -1.0 ); glVertex2f( 1.0, 1.0 ); glVertex2f( -1.0, 1.0 ); glEnd(); glLoadIdentity(); } (EDIT: For some reason I though you said 2D, but everything I said still stands for 3D, except as you mentioned, 0, 0, 0 should be the middle of the screen (for a static camera).
13. ## Creating a wheel in OpenGL

I had a similar problem yesterday (drawing a circle) and after some help in the gamedev chat created this little function, maybe you can modify it to use 8 triangles. glBegin( GL_TRIANGLE_FAN ); glColor4f( 1.0, 1.0, 1.0, 1.0 ); glVertex2d( 0, 0 ); // This draws half the circle int tempX = -10; while ( tempX <= 10 ) { glVertex2d( tempX, sqrt( 10*10 - tempX*tempX ) ); tempX++; } // This draws the other half tempX = -10; while ( tempX <= 10 ) { glVertex2d( tempX, -sqrt( 10*10 - tempX*tempX ) ); tempX++; } glEnd();
14. ## Banned in #gamedev

I don't use pirated software, It was said as a joke.