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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Tue Feb 01, 2005 3:07 am Post subject: Programming Tutorials |
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I've decided to write some programming tutorials of stuff that's useful, but hard to figure out on your own. Right now I've only got a couple Java tutorials up there, but I'm planning to add code also from stuff like Event Horizon. So if there's anything in particular you'd like to know how to do, just let me know and I'll see what I can do about writing a tutorial _________________ Differentiation is an integral part of calculus. |
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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Tue Feb 01, 2005 3:51 am Post subject: |
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Well I don't have anything in particular I'd like to know, but maybe something on how you incorporate C++ with OpenGL to produce the actual game. Just something simple, not super complex.
Also, I found a site called NeHe Productions which has really great tutorials on OpenGL.
-Mogul _________________ "Never sneak up on a turtle while he's welding" |
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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Tue Feb 01, 2005 6:01 am Post subject: |
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Oooo! Thought of something: how 'bout culling algorithms! _________________ "Never sneak up on a turtle while he's welding" |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Tue Feb 01, 2005 7:26 pm Post subject: |
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Well, OpenGL automatically handles backface culling if you enable it and have your normals defined. I don't bother culling entire objects, since at least at this point it's just not worth my time, as the drawing is quite efficient. Of course, that's after I optimized it... maybe I'll just do general optimization next. _________________ Differentiation is an integral part of calculus. |
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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Tue Feb 01, 2005 10:04 pm Post subject: |
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Well, that shows you how little I know about OpenGL code. I know a lot of the concepts and inner-workings of game-theory, but don't know how to apply it to code. I've got plenty of studying to do .
-Sad, sad Mogul _________________ "Never sneak up on a turtle while he's welding" |
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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Tue Feb 01, 2005 10:09 pm Post subject: |
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Doh! STUPID STUPID STUPID! (Me stupid not you stupid) I didn't thoroughly look at what you said.
Paul wrote: |
Well, OpenGL automatically handles backface culling if you enable it and have your normals defined.
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I still didn't know that OGL did that, but I was actually talking about occlusion culling. You should look for PLP and cPLP on Google or something.
I know you said that you weren't doing whole object culling yet because it wouldn't be worth it, but eventually it would be because you may end up with a whole ton of ships in an area. If they're all behind a planet, why render them?
-Happy, happy Mogul _________________ "Never sneak up on a turtle while he's welding" |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Tue Feb 22, 2005 7:47 pm Post subject: |
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Well, I made a new tutorial, about MIDI. I wrote the CocoaMIDI over the weekend, so now I'll get back to EH _________________ Differentiation is an integral part of calculus. |
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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Sun Feb 27, 2005 5:44 am Post subject: |
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Aaaa! You did it again! (see what I'm talking about here)
-Mogul _________________ "Never sneak up on a turtle while he's welding" |
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