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Aleh Lipka

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About Aleh Lipka

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  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); }
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