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Bob Somers's user avatar
Bob Somers's user avatar
Bob Somers's user avatar
Bob Somers
  • Member for 14 years, 5 months
  • Last seen more than 10 years ago
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Most Needed Open Source Project
@Kylotan The proprietary drivers are a huge joke at best. The performance and OpenGL support is terrible and spotty, especially in ATI's drivers. It seems like their Linux drivers were only created because somebody twisted their arm.
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Camera rotation (OpenGL)
Yep, that looks like what he's doing wrong. Good eye!
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Updating OpenGL ES 1.1 based iPhone game to use Open GL ES 2.0
Interesting. Thanks for the clarifications, guys. So much for using the GPU to accelerate matrix operations. :(
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How do I generate surface normals?
Always renormalize after summing! Even if you interpolated from normalized vectors, the result is NOT normalized!
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Updating OpenGL ES 1.1 based iPhone game to use Open GL ES 2.0
Hmm, I must admit I'm not 100% sure, since I really don't do OpenGL for mobile that much, and definitely not for iPhone. I would think the matrix stack has to be there, though. How would you instance geometry without it?
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Updating OpenGL ES 1.1 based iPhone game to use Open GL ES 2.0
Push matrix, translate, rotate, etc. are all still there. It's the immediate mode drawing that's gone. So no more glVertex() glNormal() etc. You need to use vertex arrays or vertex buffer objects to get your geometry to the card instead.
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C++ low-level optimization tips
That's a pretty egregious trade-off for the sake of performance, mainly because it's not immediately obvious that it was intended.
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Graphic Engine/Programming/Etc resources?
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Good resources for learning about game architecture?
That is a good point, the book doesn't cover everything. The two big things that I noticed that were missing were audio and networking, which are both mentioned only in passing. But the author was honest about the fact that he had to give those the shaft for various reasons. Perhaps in the second edition? :)
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Good resources for learning about game architecture?
I cannot recommend this book highly enough. If you're looking for hand-holding code samples, this is not the book for you. But if you're looking for a high level tour of all the components that make up a modern game engine and how they fit together, this is absolutely a stellar book. The writing style is very professional (it was written as a textbook) but accessible to anyone with a basic knowledge of Computer Science principles.