| bio | website | |
|---|---|---|
| location | Earth | |
| age | 28 | |
| visits | member for | 1 year, 11 months |
| seen | 17 hours ago | |
| stats | profile views | 62 |
Student (computer science)
I'm programming games in my free time.
After creating a Pong clone using OpenGL, I decided to take a bigger step and write a game that actually interests me. Which means I'll take several smaller steps before.
I'm currently writing a small tech demo to teach myself skeletal animation. Debug rendering the bones as lines works, now Ionly need to find out what's going wrong with my blender script. Probably exporting bones in the wrong space...
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Mar 30 |
revised |
Get back or delete an existing OpenGL object, then change it and draw at new. How? expanded answer with knowledge requested in comment |
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Mar 30 |
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Camera not strafing (GLSL) Aside from that, gl_Position = v_position * u_camera; should be gl_Position = u_camera * v_position; since OpenGL uses column matrices. I'd recommend you to read the Matrices tutorial on opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices |
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Mar 30 |
answered | Get back or delete an existing OpenGL object, then change it and draw at new. How? |
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Mar 30 |
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Get back or delete an existing OpenGL object, then change it and draw at new. How? No, the linked code does not answer my question. Although it looks like the framework you use takes care of the commiting step. |
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Mar 30 |
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Get back or delete an existing OpenGL object, then change it and draw at new. How? How are you commiting drawn objects to screen? glClear? glFlush? glFinish? glSwapBuffers? |
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Mar 29 |
awarded | Informed |
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Mar 28 |
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Component based game engine and dependencies - singletons A not-so-good solution would be building an uber-manager which holds the managers and passes data between them. Having a god object is detrimental, though. |
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Mar 28 |
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Simulating Game Apples - Can't get it to work I'd say use a knife - a slice of apple thin enough should give you the desired behaviour. Then again, min cut is np complete and improper handling of knifes can lead to serious resource leaks. |
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Mar 28 |
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Enemy watched area in games Render the Field of Vision for each enemy as a transparent polygon (in 2D) or frustrum (3D). For a start: en.wikipedia.org/wiki/Field_of_view_in_video_games and en.wikipedia.org/wiki/Viewing_frustum . Ofc, you'd need to check for opaque objects and reduce the rendered poly/frustrum by the shape/volume obstructed by that object. |
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Mar 27 |
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What's the best way to draw lots of trees The OpenGL equivalent would be extension opengl.org/registry/specs/EXT/draw_instanced.txt. But, for a start, display Lists in legacy OpenGL and Vertex Array Objects/Vertex Buffer Objects in modern OpenGL might do. In both cases, an object/mesh is stored in the List/VAO/VBO, then each instance is drawn with a different transform. Using static meshes, the data can be uploaded once and then reused. sol.gfxile.net/instancing.html gives a short overview over the different methods. |
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Mar 27 |
revised |
Rule of thumb for enemy art design in 2D platformer corrected grammar |
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Mar 27 |
answered | Rule of thumb for enemy art design in 2D platformer |
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Mar 27 |
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What's the best way to draw lots of trees vterrain.org , see right column under section plants for plant rendering, respective left column, section rendering for level of detail/general rendering speedups. Beware though: the source is more listing of research papers than tutorial. |
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Mar 25 |
answered | Dictionary of common names for code objects |
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Mar 24 |
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graphic effects of Android game “Achtung” The wiki article en.wikipedia.org/wiki/Achtung,_die_Kurve! contains links to open source clones. I'm not sure wether they use similar effects, but the code might be interesting to read. (The exclamation mark is part of the link/title of the article!) |
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Mar 23 |
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Changing coordinate system from Z-up to Y-up If you're witing your own python script, you can use bpy_extras.io_utils.axis_conversion (see: blender.org/documentation/blender_python_api_2_66a_release/…). Afaik, support for 'non Z up' Coordinate systems in blender is planned, but as of now (2.66a) not yet implemented. |
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Mar 23 |
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Efficiency of normal calculation Afaik, cross product is as fast as it gets, unlike your data shows certain properties which can be abused or you can do with an approximation. Using openCL for the calculations might give you a speedup, but might be overkill. |
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Mar 23 |
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Generate inner polygon from a parent polygon Looks like en.wikipedia.org/wiki/Erosion_%28morphology%29. No ideas for code, but scaling down and cutting off parts with a thickness below a certain treshhold might be useable as an approximation. |
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Mar 23 |
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What are some good learning resources for OpenGL? NeHe is outdated. Also, although art creation is easier and you're mostly dealing with textured quads, there are a lot of corner cases (e.g. vector cross product) which make writing a 2D game before writing a 3D game more difficult. Games with 3D graphics but 2D gameplay (e.g. Pong, Breakout, ...) might be easier than pure 2D/3D games though. |
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Mar 23 |
answered | What are some good learning resources for OpenGL? |