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About mmakrzem

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  1. I have a number of line strips that I need to draw and I was hoping I could group them all together into a single draw call in OpenGL. Is there a way to do this? With triangle strips, I can add degenerate triangles between each strip and have them all drawn together in one draw call. Is there a trick to do the same thing with line strips?
  2. mmakrzem

    Quaternion help

    Thanks all, the lookAt function seems to do what I need.
  3. mmakrzem

    Quaternion help

    I'm using a 3D rendering tool which requires objects to define their orientation as a quaternion. I have a graphical object (imagine an airplane) which has a default orientation (ie no rotation applied to it) such that it is pointing along the +ve y axis. Tail is at 0,0,0, nose is at (0, 10, 0) Users specify their desired orientation by defining 2 points in 3D space, ie P1 and P2. I need to figure out what quaternion value to apply to my graphical object, such that the one end (tail) of it will be P1, and the nose tip will be at P2. How do I calculate this quaternion given P1(x,y,z) and P2(x,y,z) ?
  4. mmakrzem

    How To Start Game Programming With C++

    Have a look at my website www.MarekKnows.com there I've posted step by step video tutorials showing how to program in c++ and OpenGL to create games.
  5. mmakrzem

    Where to go after OpenGL intro

    I post c++ Game Development Tutorials on my website every week. The first 200 Mb of downloads is free to anyone who signs up for a free membership. I cover how to develop an OpenGL Game Engine from scratch. Each video shows and explains all the code that I write. There are actually a few engines that I developed that are covered in the tutorials plus a few games and a whole bunch of tips and resources to get you going with your own projects. I also take suggestions for topics to cover, so if you get stuck creating your game, send me an email and I might make a video tutorial to address the issue.
  6. I just found this online that gives a nice explanation on how to implement exactly what I need: http://blogs.love2d.org/content/let-it-glow-dynamically-adding-outlines-characters
  7. Thanks for the suggestions, I'll implement your first suggestion to see how it looks.
  8. I'm making a PC 2D point and click adventure and I would like to have a UI where if the user hovers their mouse cursor over an object (that can be interacted with) the object would be rendered with a highlight selection around it... Something like marching ants. I'm thinking this could be implemented like this: * start render frame * Render all objects appearing behind the selected item using the "normal" shader. * switch to selection shader and render the item * switch back to "normal" shader and render all items that appear in front of the selected object All my graphic assets are 2D hand drawn textures. Any ideas on how to implement the selection shader in GLSL?
  9. mmakrzem


    Scott Meyers "Effective" books are great http://www.aristeia.com/books.html Also have a look at Modern c++ design https://books.google.ca/books?id=GPL1r8rQU6wC&printsec=frontcover&dq=c%2B%2B+programming+book&hl=en&sa=X&ved=0ahUKEwii0NiH67XKAhUDu4MKHVRrCJEQ6AEIXjAJ#v=onepage&q=c%2B%2B%20programming%20book&f=false
  10. Have you looked at Marmalade? https://www.madewithmarmalade.com You can code in c++ and there tools do all the work to deploy on different platforms.
  11. mmakrzem

    OpenGL Efficient Rendering of 2D Sprites

    Have a look at the batch renderer article that I published here: http://www.gamedev.net/page/resources/_/technical/opengl/opengl-batch-rendering-r3900 Basically when I want to render sprites, I send them down to the batch renderer. It is responsible for grouping the vert's into buckets and when I'm ready to render my frame, it just empties all the render buckets that it has stored.
  12. mmakrzem

    Game engine lessons

    3dbuzz offers good game development video tutorials using C#: http://www.3dbuzz.com/training/topic/c-sharp?resetFilters=True
  13. mmakrzem

    1 GL context per video card

    Have a look here: http://www.equalizergraphics.com/documentation/parallelOpenGLFAQ.html#multigpu   If you are using an nVidia cards have a look here: http://on-demand.gputechconf.com/gtc/2012/presentations/S0353-GTC2012-Multi-GPU-Rendering.pdf
  14. mmakrzem

    Best place to learn C++

    To be a good C++ programming you need to understand constructors, destructors, inheritance and pointers (as a bare minimum).  Once you know how those things work then start coding.  Start small and simple like creating text based games.  ie build choose your own adventure type games where text is displayed on the screen and you need to make a choice with the keyboard to decide which path to take.  Planing and executing on a full game (even a simple one like this) can be a big task and it will teach you how to structure code so that you can reuse parts.   Once you are comfortable working with char's, int's, std::strings start to investigate the other parts of the standard template library.  vectors, maps, queues, lists etc.  Then try building a 2d text based game like tick-tac-toe or connect 4.  This will teach you how to program things that uses arrays.   Now you can start looking at graphics, to improve upon the previous games that you have under your belt.
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