Jump to content
  • Advertisement

Aleh Lipka

  • Content Count

  • Joined

  • Last visited

Community Reputation

5 Neutral

About Aleh Lipka

  • Rank

Personal Information

  • Website
  • Role
    Amateur / Hobbyist
  • Interests


  • Twitter
  • Github

Recent Profile Visitors

581 profile views
  1. Aleh Lipka

    Hello all

    Why my own game engine: Experience first of all. I just want know how graphics libraries works. OpenGL, DirectX, Vulcano in the future. I need to know geometrical and math ways to make standart things and, maybe not so standart. I want to kniw how to write shaders, want use all popular operation sistems and other cool things. I just love it! I love code and creating of anything. What about my game is: This is a mmorpg, but stop laughting:) I think I realy can do it. I have a girlfriend who makes great 3d models and arts and I have 8 ears of programming experience. And I want to do it! Not so fust but I finish it. It's will be not so standart mmo because you can't play it solo
  2. Aleh Lipka

    Hello all

    Hello all! This is my first blog entry. At first I just ctrl+c ctrl+v my blog's "About" block: And now I just wrote this: Sorry for my english, man! I just want to be a part of great community. More about me now. I'm a c# developer. I love C# and i REALY LOVE linux! I know, it's not a good point to start if I wrote something like this in the first blog post. Some much better if you post greate code parts or great idea, but I have idea im my entry. The idea of my post is that I am very happy to be part of a large community. The idea of my post is that I believe that every member of the community makes the community stronger regardless of knowledge and experience. I thought about writing this post in my native language, but I see that the community is filled with people from many countries and I am glad that we can interact with each other using one language. There is no matter what language it is. English or Russian. Games out of politics and I am very happy that I can consider some members of the community to be my real friends. Most community members use game engines like Unity or Unreal Engine or Monogame framework. I prefer more lower-level programming. But I don't mean assembler. Oh, mother of gods, not. I love C# and I like to use no frameworks but I create my own frameworks. I don't like use Monogame. I want to create my own. Perhaps it does not make sense in our rapidly growing field, but that's how I am. Output: I am happy to be here. I'm glad to be part of the community. I am open to your suggestions. I apologize if the text of this post is too stupid. I will try to be helpful to any member of the community. Once again. Sorry for my english. I will practice and improve it.
  3. Monks so cool, if you asing me
  4. Aleh Lipka

    Instancing draws nothing

    At first: Try to use glGetShaderInfoLog function after shader linking code and glGetError for error detection. Second: Your "every frame code" is so bad. Sorry. FOR loop 3 times with same logic in render method (int i = 0; i < 4; i++) it's not cool. In my mind you need to set glVertexAttribPointer firstly and then glEnableVertexAttribArray. Third: Did you understand how glBufferData method working? Are you sure that buffer.size() returned good value? P.S. Sorry for my english. I hope you will succeed I do most of this things one time in initialize method and just when buffers have changes: public void Initialize(BufferUsageHint bufferUsageHint = BufferUsageHint.StaticDraw) { VBO_ID = GL.GenBuffer(); VAO_ID = GL.GenVertexArray(); EBO_ID = GL.GenBuffer(); GL.BindVertexArray(VAO_ID); GL.BindBuffer(BufferTarget.ArrayBuffer, VBO_ID); GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * DrawVertices.Length, DrawVertices, bufferUsageHint); // Coords attribute GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, sizeof(float) * 8, 0); GL.EnableVertexAttribArray(0); // Textures attribute GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, sizeof(float) * 8, sizeof(float) * 3); GL.EnableVertexAttribArray(1); // Normals attribute GL.VertexAttribPointer(2, 3, VertexAttribPointerType.Float, false, sizeof(float) * 8, sizeof(float) * 5); GL.EnableVertexAttribArray(2); // Indices buffer GL.BindBuffer(BufferTarget.ElementArrayBuffer, EBO_ID); GL.BufferData(BufferTarget.ElementArrayBuffer, sizeof(int) * Indices.Length, Indices, bufferUsageHint); } And my draw method looks like this: public void Draw(ShaderProgram shaderProgram, BeginMode beginMode = BeginMode.Triangles) { // SHADER SET UNIFORMS... GL.BindVertexArray(VAO_ID); GL.DrawElements(beginMode, Indices.Length, DrawElementsType.UnsignedInt, 0); GL.BindVertexArray(0); }
  • 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!