• What are you working on? v16
    5,004 replies, posted
Any suggestions for books/tutorials/guides on OpenGL ?
[QUOTE=ColdFusion;28438160]Any suggestions for books/tutorials/guides on OpenGL ?[/QUOTE] If you want to learn the non-deprecated stuff then the newest OpenGL Superbible is pretty much the only way to go
[QUOTE=killman;28438051]Yay!, my texture packer actually seems to be somewhat efficient with space.(751 pictures) NOTE:I do not own or claim the copyright for those sprites. [URL=http://img828.imageshack.us/i/statuse.png/][img_thumb]http://img828.imageshack.us/img828/9228/statuse.th.png[/img_thumb][/URL] Now the hard part: Making a gui that people will actually like.[/QUOTE] Wouldn't it be better in a square?
[QUOTE=killman;28438051]Yay!, my texture packer actually seems to be somewhat efficient with space.(751 pictures) NOTE:I do not own or claim the copyright for those sprites. [URL=http://img828.imageshack.us/i/statuse.png/][img_thumb]http://img828.imageshack.us/img828/9228/statuse.th.png[/img_thumb][/URL] Now the hard part: Making a gui that people will actually like.[/QUOTE] If you ever realise it, call it Fudge Packer
[QUOTE=Xera;28437250]What? No. How is it any worse than reading a book, having someone tutor you or reading documentation? (It's not)[/QUOTE] A book you can read at your own pace and will rarely skip over something. Someone tutoring you one-to-one means you can ask questions. A video can move too fast or too slow, will probably skip "unimportant" stuff and you can't really ask questions about things you don't understand. Documentation's different since it's not really a tutorial.
[QUOTE=BlkDucky;28438311]A book you can read at your own pace and will rarely skip over something. Someone tutoring you one-to-one means you can ask questions. A video can always moves too fast or too slow, will probably skip "unimportant" stuff and you can't really ask questions about things you don't understand. Documentation's different since it's not really a tutorial.[/QUOTE] This guy isn't a tutor nor is he a book, he's showing you how to do something his way or the highway. This guy generally explains everything he does and why he does it. He's got some 80 Java tutorials about 5 - 10 minutes each.
[QUOTE=CarlBooth;28438249]If you ever release it, call it Fudge Packer[/QUOTE] Fixed
[QUOTE=Dr Magnusson;28437466]Making my own memory manager, so far it beats the shit out of the standard malloc/free stuff. It allocates a big chunk of memory when it is created, and then hands out smaller bits from that, keeping track of free/locked memory blocks as it goes.[/QUOTE] I did something like that a while ago and my code looks horrendous. [cpp] memcpy(alloc->ptr, (void*)((size_t)alloc->ptr + alloc->size), alloc->block->size - alloc->block->used); for(std::list<allocation*>::iterator iter = alloc->block->allocations->begin(); iter != alloc->block->allocations->end(); ++iter) { if((*iter)->ptr > alloc->ptr) (*iter)->ptr = ((unsigned char*)(*iter)->ptr) - alloc->size; } [/cpp]
Apparently, using HTTP GET and PHP pages is, and I quote [QUOTE=Apple Pi;28438686][b]significantly[/b] faster than talking with MySQL directly through VB[/QUOTE] [url]http://www.facepunch.com/threads/1064434[/url] You heard it here first, folks!
[img]http://anyhub.net/file/21vf-apple_pi.png[/img]
[QUOTE=DevBug;28438521]I did something like that a while ago and my code looks horrendous. [cpp] memcpy(alloc->ptr, (void*)((size_t)alloc->ptr + alloc->size), alloc->block->size - alloc->block->used); for(std::list<allocation*>::iterator iter = alloc->block->allocations->begin(); iter != alloc->block->allocations->end(); ++iter) { if((*iter)->ptr > alloc->ptr) (*iter)->ptr = ((unsigned char*)(*iter)->ptr) - alloc->size; } [/cpp][/QUOTE] That's beautiful compared to mine :v: [cpp] void* Alloc( unsigned int Size) { int Offset = 0; Block* Current; while( Offset < _Size ) { Current = GetBlock( Offset ); if( !Current->Locked && Current->Size >= Size ) { Block* Next = GetBlock( Offset + BLOCKSIZE + Size ); Next->Locked = false; Next->Size = Current->Size - (BLOCKSIZE+Size); Next->Previous = Current; Next->ID = MEMBLOCKID; Current->Size = Size; Current->Locked = true; Current->ID = MEMBLOCKID; _Error = MEMORY_OK; return (void*)((int)Current+BLOCKSIZE); } Offset += Current->Size + BLOCKSIZE; } _Error = MEMORY_NOTENOUGHMEMORY; return NULL; } [/cpp]
[img]http://img.meteornet.net/uploads/66is0co/ss.PNG[/img] It scrolls and shit (at different rates too!) and the stars occasionally blink.
Just remembered that I neede json output before I make the gui. Oh, and it already has a name, PixelPacker. [IMG]http://f.anyhub.net/21vz[/IMG]
[QUOTE=Dr Magnusson;28439308]That's beautiful compared to mine :v: [cpp] void* Alloc( unsigned int Size) { int Offset = 0; Block* Current; while( Offset < _Size ) { Current = GetBlock( Offset ); if( !Current->Locked && Current->Size >= Size ) { Block* Next = GetBlock( Offset + BLOCKSIZE + Size ); Next->Locked = false; Next->Size = Current->Size - (BLOCKSIZE+Size); Next->Previous = Current; Next->ID = MEMBLOCKID; Current->Size = Size; Current->Locked = true; Current->ID = MEMBLOCKID; _Error = MEMORY_OK; return (void*)((int)Current+BLOCKSIZE); } Offset += Current->Size + BLOCKSIZE; } _Error = MEMORY_NOTENOUGHMEMORY; return NULL; } [/cpp][/QUOTE] Yours is more robust.
[QUOTE=Catdaemon;28439319][img_thumb]http://img.meteornet.net/uploads/66is0co/ss.PNG[/img_thumb] It scrolls and shit (at different rates too!) and the stars occasionally blink.[/QUOTE] It looks amazing, how are you achieving the fading shadows? What kind of alpha blending?
[QUOTE=DevBug;28439384]It looks amazing, how are you achieving the fading shadows? What kind of alpha blending?[/QUOTE] photoshop, actually :v: The ones in my game use several passes: - For each and every light: - - Switch to and clear temporary framebuffer - - Draw the light and its shadows (shadows are shadeblend) - - Draw the light framebuffer to the lightmap in lightblend mode - Draw the light map - Clear the light map I can get the exact values for those blend modes from the source code if you want.
[QUOTE=Catdaemon;28439319][img_thumb]http://img.meteornet.net/uploads/66is0co/ss.PNG[/img_thumb] It scrolls and shit (at different rates too!) and the stars occasionally blink.[/QUOTE] Please tell me that's a SS13 remake without BYOND :allears:
[QUOTE=Catdaemon;28439387]photoshop, actually :v: The ones in my game use several passes: - For each and every light: - - Switch to and clear temporary framebuffer - - Draw the light and its shadows (shadows are shadeblend) - - Draw the light framebuffer to the lightmap in lightblend mode - Draw the light map - Clear the light map I can get the exact values for those blend modes from the source code if you want.[/QUOTE] That would help a lot. :smug:
[QUOTE=raBBish;28439457]Please tell me that's a SS13 remake without BYOND :allears:[/QUOTE] ok bitch you got told ~~ [editline]5th March 2011[/editline] [QUOTE=DevBug;28439470]That would help a lot. :smug:[/QUOTE] Straight from the source: Case LIGHTBLEND glEnable GL_BLEND glBlendFunc GL_SRC_ALPHA,GL_ONE glDisable GL_ALPHA_TEST Case SHADEBLEND glEnable GL_BLEND glBlendFunc GL_DST_COLOR,GL_ZERO glDisable GL_ALPHA_TEST
[QUOTE=raBBish;28439457]Please tell me that's a SS13 remake without BYOND :allears:[/QUOTE] That's what I thought. There needs to be one. Desperately.
LIGHTING RAVE PARTY [img]http://img687.imageshack.us/img687/3660/ravepartys.jpg[/img] Also my posts just went from nearly 7000 to 700. EDIT: They're cleaning out all the old posts and threads. I would be up to like 15000 if they never did that.
[QUOTE=Smashmaster;28439690]LIGHTING RAVE PARTY [img_thumb]http://img687.imageshack.us/img687/3660/ravepartys.jpg[/img_thumb] Also my posts just went from nearly 7000 to 700. EDIT: They're cleaning out all the old posts and threads. I would be up to like 15000 if they never did that.[/QUOTE] I went down to about 900 posts while cleaning but I got about 500 back some how
I don't think I lost nearly any posts at all. [editline]5th March 2011[/editline] Maybe some hundreds
[QUOTE=Apple Pi;28438837]Or you're just too lazy to actually make a PHP page and test how much faster it is.[/QUOTE] Pro Tip: Don't call my bluff [url]http://www.facepunch.com/threads/1064434#post28439939[/url]
Guys, should I use shadows or not? Without: [img]http://i.imgur.com/P6zRe.png[/img] With: [img]http://i.imgur.com/z5dXk.png[/img] (BTW: this is my platformer for the game programming competition. You play as that little blue ball thing and everything is physically simulated with Farseer Physics! Also, ignore the weird tiles, they select a random texture from the tileset for now... and also ignore the ugly FPS counter and the ugly shadow under the blue ball thing)
With, definitely.
With looks so much better.
How about a darker background? [img]http://i.imgur.com/svDfE.png[/img]
[url]http://top-achtung.blogspot.com/[/url]
Renamed my IRC client and moved back to Google Code [url]http://code.google.com/p/mutinyirc/[/url] Back from the grave! Contributors welcome even if it's just to tell me where my code is shit. (Actually, I especially want this)
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