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tracegame

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  1. Imgui can use image button and translucent background which you may need. Years ago I think people use CEGUI and MyGUI,you may want to look if interested
  2. You can try youtube tutorial if you like,better for beginner,teach you from how to install opengl and how to debug step by step. More useful for beginner.
  3. Waste one day on this function and get nothing. The only example I found on github is this example. https://github.com/multiprecision/sph_opengl It does work but lack of example about updating Uniform buffer. When I got something like this #version 460 uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; }ubo; layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; layout (location = 0) out vec2 TexCoord; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = ubo.proj * ubo.view * ubo.model * vec4(aPos, 1.0f); TexCoord = vec2(aTexCoord.x, aTexCoord.y); } I can not pass model,view,proj matrix to shader correctly in cpp. The old version 330 from LearnOpengl will work for non binary shader,glShaderSource from text will work. But I really want to try to use glShaderBinary #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0f); TexCoord = vec2(aTexCoord.x, aTexCoord.y); } This shader format does not compile with glslangValidator. https://github.com/KhronosGroup/glslang So I have to use that 460 version and don't know how to pass matrix to it correctly. I tried to use Uniform buffer,map,unmap,not work. glBindBuffer(GL_UNIFORM_BUFFER, UBO); GLvoid* p = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY); memcpy(p, &uboVS, sizeof(uboVS)); glUnmapBuffer(GL_UNIFORM_BUFFER); and glGetUniformLocation always return -1,no matter what name I use glGetUniformLocation(xxx,"ubo") glGetUniformLocation(xxx,"UniformBufferObject") glGetUniformLocation(xxx,"model") All Fail. if I change gl_Position = ubo.proj * ubo.view * ubo.model * vec4(aPos, 1.0f); to gl_Position = vec4(aPos, 1.0f); Then the shader works,which means all the matrix not pass to shader correctly and they are all Zero I think. So anybody know how to use glShaderBinary with glslangValidator updating Uniform buffer on OpenGL? I am not sure if this 460 shader is correct,It just pass glslangValidator compile.
  4. You should try Unity3D official forum to ask your question,I'm sure they DO know better than here. https://forum.unity.com/ Second,Unity3D is much like a cross platform 3D Game Level Editor,you should always write your own code to get special feature. Third,have you read <Realtime Collision Detection> or <3D Game Engine Design>,they just teach you how to check line segment intersection.You can practice to accomplish this in Unity3D within a few hours as I did last year.Also you can write you own Mesh Collision with the knowledge those book privided.
  5. Check out github for opensource projects. If you already read a lot of papers,yet never write any code. Just search those opensource engine,practice projects to start. Can save you a lot of time to build from the ground. Fork and add your own feature. And www.shadertoy.com a lot of interesting and cool examples.
  6. tracegame

    Any DX12 books recommanded?

    Thanks iedoc,not yet. Book intro to DX12,I already got it. I know there are other good DX11 books besides intro to 3D Game Programming with DX11 Just wondering if there are more books about DX12 I can look for.
  7. Is <Introduction to 3D Game Programming with DirectX 12> the only book about DX12? If not, please recommand some DX12 books or series tutorials,better more than 10. And one more question. Right now I'm learning Vulkan,feels much more like DX11 to do the Init thing.Lots of struct to fill. Maybe more like DX12?Haven't touch 12 yet,since IT IS WIN10 only. Is it better to learn Vulkan or DX12 first,or doesn't matter the order.
  8. Thank you very much. Finally understand how it works,and I will try to make such system myself for fun.
  9. Wondering how it works. Let's say Saints Row 3,4 Skyrim 5 Falout 4 These games can customize player face and body,how it works and is there any tutorial guide you to do a simple body modelling system by yourself? I mean how to write code to achieve modelling in game,not modding for these games.
  10. Thank you so much for the short version explanation,it means much for me. Also,I checked some other Image Library with MIT licence.And it seems much light weight. https://github.com/nothings/stb
  11. http://freeimage.sourceforge.net/license.html Not english speaker,so can't really understand what does the licence really mean. First GPL2 and GPL3 are not what I want,I need MIT or something like MIT. Second,they privode a FreeImage Public License (FIPL). It's really really reaaaaaaaaaaaaaally long and make full language extreamly ENGLISH style. Long for short can I use this Library free of charge and not giveup all my source code.Yes or No. I have googled and got no infomation about this,and I did not see any indie game use this library,so I think it is not that free. Not sure so I just need to ask.
  12. For 2D Lighting,you can search by google or github.Here is 2 examples https://github.com/eXpl0it3r/LTBL https://github.com/eXpl0it3r/LTBL2 And for tutorial,like the link above,learnopengl.com,good tutorial,yet you can always search all kind of beginner tutorial on youtube. C,C++,Java,blahblah Language, SDL,SFML,LWJGL,libgdx,Unity3D,Unreal4...ect, and one tutorial I've seen mixed with SDL and Opengl is this www.youtube.com/playlist?list=PLSPw4ASQYyymu3PfG9gxywSPghnSMiOAW The only problem is it's too fxxking long tutorial,some eposide may have 1 or 2 hours,really need some patience. If you are a busy guy,just check how to setup opengl in sdl,there are other video tutorials show you how to do this,just use youtube, keep searching. And there is nothing to be afraid of learning 3D,some 2D game effect may just use 3D knowledge,like triangle to make some cool 2D effect.And shader. Just find beginner tutorial on youtube,follow it. It's just time problem,you can learn almost every game programing basic knowledge,just keep searching youtube,google,github open source project. And you will get there.
  13. Check youtube for some unity3d game effects tutorial.called visual effects or something,and some tutorial teach you how to make energy shield,cartoon style smoke,then you can write them in dx,opengl,or whatever you use. Visual Case Studies https://www.youtube.com/playlist?list=PLJ4rOFLQFH4C0zPBu-fgFKMvrHadY6dhm For particle engine,you may want to check some on sale particle plugin presets from unity3d store,magic,rain,lighting,ect,find which kind of FX you like,then get a plugin pay or find some free and check how they written from the source code.And there are open source game engine included particle demo,such as HGE and Urho3D,I have tried to move hge particle in dx11 and unity3d,not some complex thing,just one afternoon you can finish the job.
  14. Anyone know one thing or two?Or did I post the wrong place.
  15. It looks like Crusadar King 2 use bitmap as some kind of mask,and it display it with 3D Terrain. So what's the general idea to write things like this.Bitmap unregular Bitmap selection and 3D Terrain display. If convert it to polygon,some pixel may be very ugly and mess up the shape.If don't use polygon.I don't know how to do the 3D detection of BItmap Checking and 3D display with it. And it also have edge dash line glow effect.How to write those 2D effect and display as 3D effect? Here is the video how it looks like at about 7:22
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