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Green_Baron

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Green_Baron last won the day on May 22

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About Green_Baron

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  1. Green_Baron

    For loop error in Display Function

    Looking at it more closely I am astounded that this compiles. If cube.coordinates is an array of vectors (.x and .y components hint to that) the vector must have an overload for oporator==( bool ) or there must be an explicit conversion between bool and vector or cube.coordinates isn't an array of vectors with two components x and y. Or am i wrong ?
  2. Green_Baron

    Newbie on the block

    Welcome πŸ™‚ From noob to noob, so to say. I only have no idea about the tools you named. And, yep, are you up to something ?
  3. Green_Baron

    Help, a question regarding Game Development..

    How about calling the home brew to support the flow of a game a "framework" instead of "engine" ? With "framework" being api specific, game specific, maybe some platform independence built in, resource management, that stuff, while an (lowers voice in awe) "engine" (back to normal) contains much more middleware than that, more editors, more abstraction layers, more independence, more bugs ? 😎 That's a rectification for writing an own framework and leave the tedium of an "engine" ... Ok, that wasn't 100% serious. But hey, if it is a simple thing, why not write an own "framework" ?
  4. Green_Baron

    Change Animation in OpenGL

    Not that long ago, it helped me a lot understanding the basic concepts, it is a real quick start. Though the actual version of OpenGL is 4.6, which again handles things slightly different, though not as principally as between 2 and 3. The Red Book (OpenGL Programming Guide, 9th Edition) is a very good learning source with a lot of examples.
  5. Green_Baron

    Change Animation in OpenGL

    Ok then. Allow me to leave this nice introduction into OpenGL here. It discusses your case (model transformations depending on time) under "Getting started" - "Transformations". Hope you solve it !
  6. Green_Baron

    Change Animation in OpenGL

    I have never done it the old way ... I totally lack your experience, came here just shortly. It is only (if i am not mistaken), the newfangled pipeline way does things so much different and makes so much better use of today's hardware (correct me if that's incorrect) that it might be in vain to spend too much time learning the old way. The glut family isn't maintained any more (i think). glfw for example leaves the control of the loop totally to the programmer and supports various platforms and Vulkan. My question would be, @tamlam, have you considered using "modern" OpenGL and actually decided not to use it for reasons ? You'd get much more help when using OpenGL >3.3, i'd say ...
  7. Green_Baron

    Change Animation in OpenGL

    More of a general question out of curiosity: is there a special reason why you guys use OpenGL 2, which became out style long ago ? Even glut is outdated and freeglut's latest release is from 2015 or so ? Or am i missing something ?
  8. I won't I made my last off by one error just yesterday ;-)
  9. Normally for [0..1] you'd divide it by 255. (0..1) ... you mean narrowing the integer range 0..255 down to the interval excluding 0.0 and 1.0 ? Edit ninja'd ninja'd ...
  10. Green_Baron

    GLFW Callbacks From Inside Class/Struct

    Or, having a wrapper wrap the window's static callbacks and have objects register their handling wishes with the wrapper. Thus they can communicate for example that they wish to be the only ones to receive and handle a certain callback, or establish a sequence and pass some info along to other objects that come after them.
  11. Very interesting ! My plans include realism as well, for example using models from hydrology and/or tectonics to model planetary surfaces (geoscience is a side subject of mine). My base technique is simple heightmap extrusion and i can render huge terrain surfaces with very reasonable framerates. I don't use any engine, since i think one is actually faster with one's own render framework than running after engine features etc., also, with what my large scale plan is (generate a solar system to explore), performance matters, so i'll skip as much middleware as i can. Seeing how large teams struggle with engines and one man shows produce really nice outcomes, i think this (C++) is the right way ... πŸ™‚ I am only a hobby guy, i can't offer professional assistance. But i'll start a blog soon(tm). Momentarily, what lies before me, is nice shading, rigid body physics, actual generation of terrain and not just display of satellite derived DEM data like SRTM for my playing around, particle systems, ... well, essentially everything. Philosophically spoken, if i ever produce an outcome, I want to lay emphasis on exploration, not combat πŸ™‚ Be it as it may, Q'plah for your project ! πŸ™‚
  12. Green_Baron

    A good 3D math library in C for OpenGL?

    I am confused by the term dll as math libraries i think of (vectors, matrixes, quaternions, boudning shapes, rays, collisions, intersections, etc. pp) usually come as header-only files. How about data types and precision that are much easier to implement in C++ (templates) than in C ? Almost all math libs i know, if they are not for pure demonstration purposes, offer that functionality.
  13. Well, frustum culling must be programmed by comparing objects' bounding bodies against the camera frustum. Its effect is that drawing data isn't sent to the GPU at all. Which can result in a drastic performance gain. It is a little ... misleading. The actual height map has 1024 * 1024 posts, but the mesh used for rendering is 4 times that dense, so there is interpolation between 2 posts. Node size is 16*16, mesh size is 64/64 for each node (bounding boxes of each node shown below). LOD algorithm after: https://github.com/fstrugar/CDLOD Frustum culling from here: http://www.lighthouse3d.com/tutorials/view-frustum-culling/ Yep, frustum culling is a gain. And it must be programmed, it is not a switch in the api (at least not in OpenGL). When i introduced it i gained around 10 times frame rate increase. The LOD selection process does the culling, so drawing data outside of view isn't processed by the GPU at all. Framerate depends totally on the view perspective and how many levels are generated, how dense the meshed are, how deep the field of an lOD level is etc. "Usually" the rate i see can be as low as 1200/s, or over 3000/s. But that'll surely go down when nice shading is introduced ... Thanks for saying πŸ™‚, the code is on my github (click in my avatar). Let me say that all this has not grown on my own dung, it is a collection of routines and algorithm i found, and i am a beginner hobby programmer. So i'll quickly update the credits in the readme.md file to contain the links to the most important sauces. And it is wip, of course ... .. starts updating credits in readme. Boxes and surface don't fit perfectly because they are drawn separately with different offsets because wip
  14. Just for completeness. In my case the framerate drops by 50%. But it is a gtx 970 and my skills do leave room for improvement :-/. For example, i could combine more drawcalls ...
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