Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

290 Neutral

About IfeanyiLawrenceNmoye

  • Rank

Personal Information


  • Github
  1. IfeanyiLawrenceNmoye

    Texture Buffer Object

    First and foremost, you call glGenBuffers with TBO_Buffer_Handle and bind the same buffer with VBO_Index instead of TBO_Buffer_Handle glGenBuffers(1, &TBO_Buffer_Handle); glBindBuffer(GL_TEXTURE_BUFFER, VBO_Index); Then you call glTexBuffer with VBO_Index still instead of TBO_Buffer_Handle glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, VBO_Index); Finally, to use a texture buffer object in a shader you do not need to call glbindbuffer, glBindTexture is all you need glActiveTexture(GL_TEXTURE11); glBindBuffer(GL_TEXTURE_BUFFER, VBO_Index); <-- remove this still with VBO_Index instead of TBO_Buffer_Handle glBindTexture(GL_TEXTURE_BUFFER, Texture_Index);
  2. BombBlast again in the same location? This is BullShit. Playing Politics or Religion with People's Lives? The Common man must not suffer for insensitive ass holes like Jonathan who probably thinks the Presidency is the same thing as being a class prefect or a university lecturer or whatever his background is. This is not high school. This is a state. If these people are killing other innocent people as a ploy to get you out of office or to make you unpopular and you cannot handle them. Then,...
  3. Arsène Wenger is a failure specialist - Jose Mourinho. Scientifically, empirically and comprehensively proven by way of deduction, induction, reduction, substitution and even by guess work.
  4. Thanks All and God Bless you all.
  5. IfeanyiLawrenceNmoye

    rand() keeps giving me the same values?

    try putting srand(time(0)) where you place srand(rand()) or before you generate the position data to test check if it changes at all. Also, check your position update function for any code that might be doing something you dont want.
  6. IfeanyiLawrenceNmoye

    Networked Game

    first and foremost, your networking should have several components each running in different threads. you should have a thread at the server that processes unreliable inputs from the client. Each time the server receives an input from the client, the client is simulated and the time stamp is recorded. At specific time intervals, another server thread, copy information on client states and send to all clients. Each of the threads must be mutex protected due to data sharing.   Have another thread handle reliable message both from server and client. Have another thread recieve messages from server and client and send them to an input queue, reliable message queue, game update queue depending on the packet header designed by you. each queue is dequeued by the threads that will process them and each queue must be mutex protected due to data addition and removal. This is just a rough idea of how to go about it.
  7. IfeanyiLawrenceNmoye

    rand() keeps giving me the same values?

    Well, Another way to go about this is to save to a file the last generated random number each time you stop the game or generate a random number and use the number as your seed in srand() when you start the game again.   or try  time(0)%x where x could be anywhere from 100 to 10000. I dont know but the random algorithm might be working more with the upper values like if time was 1111114756 the next time you run, it could be 1111118908. the srand function could be working with the upper 1's. I dont know. just my suggestion.
  8. IfeanyiLawrenceNmoye

    Vertex/Model Selection in my Modeler Program.

    I dont know if its related to what you want but you might just want to check this out http://www.gamedev.net/topic/630006-picking/
  9. IfeanyiLawrenceNmoye

    Novice Game Developers Need help...

    This ppt Link might help. I wrote it a while ago. I dont know how it got online. I just found it on google.
  10. IfeanyiLawrenceNmoye

    Vertex/Model Selection in my Modeler Program.

    you have to first get the screen coordinates of your mouse, you convert it from camera space to model space and cast a ray from that point in the direction of the camera normal and then, the closest face you hit, you check which model it belongs to and then, you add the model to the select list or however you handle selection. For vertices, from the closest face you hit if any, you check each of its vertices and then, add a padding or radius to each vertex which probably should get smaller based on distance from the camera and then, check if the ray collides with the sphere surrounding any vertex given the radius or padding. Then if any collision to any vertex occurs, choose the closest. I think this should do it.
  11. Don't wrestle with a pig: You both get dirty and the pig enjoys it. Never argue with an idiot. They have years of experience as an idiot.
  12. Information from the vertex shader is interpolated pixel wise into the fragment shader
  13. in per-vertex lighting, lighting computation is done at each of the vertices of a model in the glsl vertex shader and the resulting pixel color is an interpolation of the color values of vertices on a face passed from the vertex shader. In per pixel lighting, all lighting computation is done pixel wise in the fragment shader. If the faces on a model are too big, per vertex lighting produces incorrect and undesirable and will require tessellation or subdivision of the faces. Per vertex is faster since less computation is involved. Per pixel lighting gives correct result but requires pixel wise computation.
  14. Thank you all for the Birthday wishes and may God bless you all.
  15. dem dey mad? were they doubting us? This is the Chelsea I know. Imagine, Napoli wan come dey even try us.
  • 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!