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Lazy Foo

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  1. Ok one last thing I forgot to mention:   Yes obviously nobody is going to be impressed by a Goraud shading demo in 2015, but this project has a second purpose. Metal, Mantle, DX12, GLnext, etc are The Next Big Thing™ and I wanted to get some practice in with them. A texture mapping demo won't light anybody's world on fire, but it serves as a good unit test.   The purpose of the Basic set of demos is more to serve as unit tests for porting the render pipeline to a new API. The Intermediate and Advanced are for future interviews. Also the basic demos could be used as basis for something more advanced IE skeletal animation -> skeletal animation with IK -> skeletal animation with IK/Cloth.   So yeah if the list of Basic demos look minimal, they're supposed to be. I just wanted to make a list of the bare minimum things to have so I could come back and expand upon them later.
  2. So as a personal side project I want create a bunch of graphics demos to portfolio-ize my graphics knowledge. I wanted some suggestions in terms of what to put in it. I want have three categories of demos:   Basic - What you expect any first year prrofessional game graphics programmer to be able to do. Intermediate - If you were to take all the professional graphics programmers in the industry and sort them by ability, everybody on the good half of the bell curve would be able to do these demos. Advanced - What you'd expect a senior level graphics programmer be able to do.   This is what I have planned for basic demos: -Mesh Loading -Gouraud Shading -Phong Shading   -Texture Mapping -MultiTexturing -Normal Mapping -Cube Mapping -Cell Shading   -Shadow Mapping   -Image Post Processing -HDR -Deferred shading -Anti Aliasing   -Skeletal Animation   Is there any other basic demos I should add in?   I plan on getting through the basic graphics demos and then do some AI demos as part of another project. I'll probably revist the graphics project when DX12/GLNext roll around and then add some intermediate/advanced demos to the mix. I could also use suggestions for intermediate/advanced demos.
  3. So my current rig is getting on in age and has already had it's video card go out so I am in the market to put together a new one. I don't really keep up with the hardware trends and I have had bad luck when timing my purchases. Back when I bought my first computer with my own money, literally 3 weeks later the stores were flooded with shiny new multicores and I was stuck with a single core.   So what I am looking for: -Price range: $1500-$1800 -A GPU that'll be able to run the latest DirectX/OpenGL APIs for a decent amount of time. -I am starting to study 3D animation so I would like something that will work well with 3DSmax/Maya. -Something with good Linux compatibility. I'll probably be running Xubuntu.   So any recommendations for parts? Is now a good time to buy? Anything I want to avoid?
  4. So I usually try to keep things cross platform by using OpenGL and other non-proprietary libraries, but my current job has me poking around in a lot of DirectX code.While there's quite a few similarities and I was able to be productive relatively quickly, I would like something that gives me an overview of how the API works.   So I am looking for a book that's good for someone who uses primarily UNIX and cross platform APIs and wants to start working with Win32/DirectX11.
  5.    So I'm working on a new project that uses HTML5/JavaScript/Cocos2D. I've dabbled in Javascript before but I've never done anything large enough to warrant any tools more complex than notepad++.      Now that I'm doing something real time, I am missing the features I had in IDEs like Visual Studio or even Code Blocks. Are there any tools that can:   -Check syntax so I know my my code will execute without having to refresh the page. -Auto complete so I don't have to constantly flip back to the documentation to see what an an object's members are or what a function's arguments are. -Multi-browser support so I can see what my code will run like multiple browsers without having to open multiple windows. -Anything that make supporting internet explorer easier.      I am on windows, but if there's anything on OSX or Linux I can work in those environments. Open Source or free is prefered but I may be able to actually purchase some software if it'll save me the time.
  6. I was in student organizations for years and I can tell you biggest mistake that people make is that you never ever measure your success as an organization by how many people show up to your meetings. There's no value in having someone gawk at you, your officers, or a guest speaker for an hour a week.   There's only one thing that matters in student organizations: Output that will help you in your career. Once you graduate, how large your mailing list is is a trivial matter. You goal is to churn out as many resume bullets and connections that you will be able to use when you get a job.   Secondly, people who just show up to your meeting to stare are going to waste. Give them something to do. Also, you should have means to allow people to propose their own ideas.   Thirdly, accountability is everything. Learn parliamentary procedure and take minutes. In the organizations I was involved with, and project/event we started had a charter that specified who was in charge, who was working on it, and a specific outline of the scope and timeline. Projects always go to hell and the first thing people do when things go wrong is not make things better, but start pointing fingers. Make sure people who are honest and responsible are protected.
  7. [quote name='zee_ola05' timestamp='1354067237' post='5004779'] Edit: I just checked. My laptop supports OpenGL 3.3. Do you guys think that it's better to just learn OpenGL 3.3, instead OpenGL 4? [/quote] Depending on what you want to do, the differences aren't all the big. The fundamentals of sending vertex data to a shader haven't changed much since OpenGL 2.1, but OpenGL 3.3 is missing nice stuff like tessellation and compute shaders. You can check out the [url="http://www.opengl.org/wiki/History_of_OpenGL"]history of opengl[/url] to find out the differences between the different versions. If don't understand what a feature means, odds are you won't miss it.[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  8. I made this [url="http://lazyfoo.net/tutorials/OpenGL/index.php"]OpenGL tutorial[/url] to teach the basics of rendering geometry, texturing and shaders with OpenGL 2.1/3.0. I recommend [url="http://www.arcsynthesis.org/gltut/"]http://www.arcsynthesis.org/gltut/[/url] as a follow up for the more advanced stuff.
  9. I made these [url="http://lazyfoo.net/SDL_tutorials/index.php"]game programming tutorials[/url]. You might find them helpful. I recommend just dabbling in a bit of everything until you find something you like.
  10. I recommend [url="http://lazyfoo.net/SDL_tutorials/index.php"]these[/url] although I may be biased.
  11. What you probably want to do is when the camera gets close to the edge of the room it should lock inside the room. Also, as mentioned in the OpenGL scrolling tutorial, you shouldn't be using the projection matrix to scroll your camera.
  12. [quote name='dhaval' timestamp='1346640916' post='4975924'] I get your Point @SimLab, but the problem is that, anything smaller than what I said is not acceptable as a final year project. Atleast that's what my professors said.[img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] [/quote] Then complain to your department chair or whoever is above your professor. If they haven't even told you what a graphics API is, they don't know what they're doing (which is par for the course in academia).
  13. [quote name='pandaraf' timestamp='1340166544' post='4950832'] Hi, i want to make buttons like Lazyfoo has : [url="http://lazyfoo.net/SDL_tutorials/lesson09/index.php"]http://lazyfoo.net/S...son09/index.php[/url] It use SDL_BlitSurface, i try that and work! But, actually i use SDL_opengl for the project. So, i can't use syntax like : "apply_surface( box.x, box.y, buttonSheet, screen, clip )" again. [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] I use this : "void muncul(int x, int y, int x2, int y2, int x3, int y3, int x4, int y4, GLuint xyz)" that work for show texture correctly. Of course, its only image that appeared. Not like buttons that has mouse_over, mouse_up, mouse_down and mouse_out(like lazyfoo). [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] I want to make buttons in SDL_opengl [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] So, How to use SDL_BlitSurface to make Button in SDL_opengl? [/quote] You can't. When using OpenGL rendering, you can't use SDL rendering calls. If you can make a texture appear, all you have to is make a different texture appear depending on the mouse state.
  14. [quote name='lride' timestamp='1346537808' post='4975569'] I mean it supports up to 2.1, but I don't want to waste time learning deprecated stuff. I made a snake game using SFML and OpenGL. Now I want to learn the new stuff, but unfortunately, my poor graphics card doesn't support it. [/quote] You can still learn a lot about OpenGL with a 2.1 implementation. If you haven't learned GLSL, you can still do quite a bit with with the 1.2 version that will be trivial to port to modern versions.
  15. [quote name='lride' timestamp='1346506011' post='4975421'] I have GLSL book, but is it okay to just learn the GLSL with almost no knowledge of OpenGL [/quote] Well if you don't know how to interface your GLSL programs with OpenGL executables it isn't very useful.