Tagged Questions
3
votes
2answers
233 views
Using a programmable pipeline in a game engine
As a learning experience, I'm developing my own 3D game engine using OpenGL. I'm a little confused as to how to implement my rendering engine such that it uses a programmable pipeline while still ...
1
vote
2answers
183 views
Is 2 lines of push/pop code for each pre-draw-state too many?
I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 ...
4
votes
3answers
454 views
How can I efficiently create/store/implement animations as I add to my game?
My game's characters are made up of different parts (head/body/legs/etc), and whatever items they have equipped. As I'm creating the animation system for my game, I want to try to anticipate a large ...
7
votes
3answers
467 views
I would like to know how an OpenGL driver will be implemented to learn opengl internals?
I'm learning OpenGL and really like to know how the interaction with the Graphics card will be.
I feel understanding how it was implemented in the Graphics driver, will let me know complete internals ...
4
votes
2answers
462 views
Material vs Material Pass
I am trying to figure out the difference between a "Material" and a "Material Pass" (in theory). Is it basically that a Material will have multiple "Material Pass"'es, along with a name. Then the ...
14
votes
2answers
3k views
How are physics or graphics components typically built in a component-oriented system?
I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to ...
5
votes
2answers
312 views
Draw and update order in 3d graphics
In all of the code samples that I have looked at, the game loop looks something like this:
while(true)
{
InputAndUpdate();
Draw();
SwapBuffers();
}
However doesn't this destroy ...
3
votes
1answer
251 views
Looking for literature about graphics pipeline optimization
I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better.
I have found ...
10
votes
5answers
955 views
Cross platform low level graphic API
When creating a system abstraction is better to have the platform different APIs hidden by a common interface at the lowest level that makes sense.
Taking in account the different modern (with no ...