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About AspiringDev

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  1. AspiringDev

    OpenGL Roadmap for simple graphics engine

        Thank you so much for this I really need to read Game Engine Architecture and you really helped me get in the right direction. In the following days I have some work to do. Your help and words are invaluable.
  2.      Hello I'm an undergrad student interested in Computer Graphics. So far I had some experience using SDL creating simple game clones(pong,breakout,tic tac toe). Recently I have been getting into OpenGL using learnopengl in combination with glitter the simple boilerplate code.      My main goal right now is to use the above resources so I can create a simple graphics engine that will feature a single scene that will go along the lines of containing a terain(island),a player that you can move arround the world(with first person camera) some vegetation models to decorate it,a sun that will light up the scene so items will have shadows too and some other possible models of a house or a fire that maybe will feature some interactivity with the player. At first I want it to be as simple/barebones as possible and then I can work making it pretty and more optimized.      The thing is I feel kinda lost cause despite the above tutorials and resources being very helpful I can't seem to really understand the basic architecture of my code that will lead me to my goal. So in search for a simple answer I found this article on game states though because of my inexperience I can't know for sure if I'm on the right direction as to what the base of my code should be.      So I'm basically looking for a basic roadmap to follow so I can reach the final goal I described above. I hope I'm not delusional thinking I can create the scene I have in mind with opengl and the tools featured in glitter(bullet,assimp etc).   I really hope some of the experienced programmers here will help me clear my thoughts ! Thanks in advance !
  3. AspiringDev

    How to get started with shadertoy ?

    Thank you very much for your reply my friend,  I was kinda underwhelmed when I didn't receive many replies. Yours is filled with so much information and I'm really glad about.It seems I got tons of work to do and fiddle arround with things. Thanks again for the informative post !
  4. AspiringDev

    How to get started with shadertoy ?

    Hah so we are talking about pretty advanced things and I guess I got work to do though I expected something more basic but good info in general, definetely will got lost in these for many days !
  5.  Recently I found out about shadertoy and I'm quite amazed by the various creations I saw there. So how can I create similar effects of my own ? I have experience with c,c++ and sdl for some months making 2d game clones. Also I can understand from looking at the provided code parts of each shader in shadertoy that there is a good amount of math involved(if not all math),but I still wonder how can a person know how to make a shape using just math, I mean a cube and a sphere are primitives and simple to create but a spiral or something out-of-this world like clouds or hills or whatever not-normal shape just seem so hard to me. Is the procedure to create these effects and complex animations the outcome of not only good math skills but lots of experimentation ? Do people just like begin with a cube,or primitive shape in general as in moving lines, and then mix and match "random"-ish variables,values,coordinates combined with time create these effects or they just know from the get go what they are going to create and what the possible tools might be. It all seems so random at me looking at most of the code samples there. Hope someone experienced(who might have his own shadertoy creations too) will give me a glimpse into his thought process during the creation stage and help me set a clear path so I can be able to create things on my own. Thanks in advance.
  6. Well I took a Computer Graphics class at my university and I can choose something to implement using SDL as a project/task for the class. So what are some cool graphic related things to implement using said tools that are not too hard but still require some thought ? Have in mind that I've only made a tic tac toe,pong and breakout clone(in the making) already but I think I can manage a more complicated task. So far I was thinking to get my hands on fractals like mandelbrot set or something like perlin noise  and generate some images etc, maybe a visual presentation of dijkstra's algorithm. Well these are my ideas but I'm open to any suggestions really !
  7. How can I fix the mess that are the check_collision and check_brick_collision methods ? Maybe a good way to fuse them together that in addition will allow me to detect if the collision happened at the sides of a brick so I can change the xVelocity to negative too. Here is the GitHub link of the ball class that contains the said above methods.
  8. AspiringDev

    Code review of a pong clone created using SDL

      Okay then. The github repository is update now and I tried to follow your tips. So...   1)I know some of the variables are self commented but I personally like them paired with a comment too,at least now in this project and as a beginner I will keep them.In addition about the speed variable it is supposed to be pixels but I need to rework the whole moving system of the paddles and the physics in general(probably need to follow a more scientific method as in just implementing all calculations a more formal way since the one I used is from my observations.If you have a tutorial,snippet,book to recommend for that please care to do so. 2)Good point ! I think I fixed that. 3)Well I didn't commented good enough this line of code so that's why you misunderstood the meaning of it. I think now it's more clear. 4)Very good point and also I fixed it. 5)Done. 6)Well I have a problem in distinguishing what needs to stay and what needs to leave, really any guidelines will really help me. 7)That needs to be fixed too as a screen-dimension independent game is sure a thing so I will look into it at some point.     So....your observations were on point my friend so I implemented your tips about the Paddle class and the score printing method. The thing left as I mentioned above is that I really can't figure how to organize my global variables and what needs to stay or leave.   Also do you think that I should move onto a next simple game because I don't think optimizing every bits of this pong clone gonna give me anything more, apart from a slightly more elegant collision detection and physics system.   At last thank you very much for taking the time to help me with your tips,observations and suggestions ! If you have anything else that you don't like/boggles or just general help please care to mention it !
  9. AspiringDev

    Code review of a pong clone created using SDL

    Thanks for the tips my friends. I will find the time soon ,because of finals period, and correct my mistakes and will report back here in the comments with the actual changes. I really appreciate your help !
  10. AspiringDev

    newbie in game development

  11. If you would prefer to post the code directly here please care to mention it so I can add it as fast as possible.
  12. Well I started the thread to check if there are some more efficient and somewhat complicated methods to approach this particular problem so I can broaden my horizons about efficient problem solving. I'm quite ashamed to say that the truth is I had a hard time understanding most of the posts here but they were good head scratchers for sure despite my lack of knowledge on bitwise operations. I used the usual check with loops and the game works perfectly now so at least I had that. Probably I brought more hassle to you who post all these great methods and explanations and I feel kinda bad that I didn't manage to implement them or even understand them fully but you helped me by showing me interesting things I could never have thought by myself. So...sorry if my question bothered you too much and brought the work on you to explain things but at the same time thank you for being awesome with your  programming magic you showed me !
  13. Coming through! But not with bitboards. For tic-tac-toe, I posted a much better solution a couple of years ago.     WOW I'm left speechless. I hope I will implement it the right way ! Can't thank you enough !       Very helpful explanation my friend. Really I couldn't think that a problem of this kind could have a more sophisticated solution than the normal traversal methods and brute forcing .   Again thanks both of you !
  14.   Yeah thanks for the tip man and I wonder who Alvaro is and what he has to say haha !     Yeah that's what I thought first but I just wanted to know what other more formal methods there are out there.
  15. I have created a 3x3 matrix for a tic tac toe game that stores the condition of the gameboard . Each cell  stores the value 1 if the particular place of the board is occupied with a circle or 2 if it's occupied with an X. What's the best way to determine the winner as in best way to traverse the matrix and find where there are 3 consecutive symbols of a kind ?
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