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In response to OpenGL Extension
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Noor 101 Apr 02, 2003 at 21:20

Did I read that someone needs an article about opengl extensions? Leave it to me apex :yes: .

In response to fast* internet connection
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anubis 101 Apr 02, 2003 at 08:40

i have DSL and, lucky me, i get my ip over DHCP instead of using PPPOE which IMHO totally sux

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davepermen 101 Apr 02, 2003 at 08:09

and its not glsl but glslang, short for opengl shading language

In response to fast* internet connection
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dk 158 Apr 01, 2003 at 22:39

well, i have access to T1 lines (from university). I also have cable at home…. too bad I can’t vote twice :D

P.S. nice poll donBerto….

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baldurk 101 Apr 01, 2003 at 17:44

to further clarify (;)), HLSL is indeed the high level shading language. It was written, designed and implemented solely by Microsoft for DirectX 9.0. This is different to GLSL (GL shading language) which is being designed by the ARB.

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donBerto 101 Mar 31, 2003 at 22:19

addendum:

HLSL: high level shading language.

:yes:

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baldurk 101 Mar 31, 2003 at 17:28

Cg is a high-level shading language developed by nvidia. It can compile into Dx9 code, and OGL code, either NV_* extensions or the ARB_vp and ARB_fp extensions. It’s completely compatible with the HLSL

In response to 3dsmax x-file plugin
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dk 158 Mar 31, 2003 at 04:30

try out the following links. I hope its what you’re looking for:

http://www.okino.com/conv/exp_xof.htm

http://www.mvps.org/vbdx/tutorials/exportx/

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Merlin 101 Mar 31, 2003 at 01:54

What is cg anyway? An OpenGL modelling tool?

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baldurk 101 Mar 30, 2003 at 18:37

don’t worry about it, it’s not a problem :)

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donBerto 101 Mar 30, 2003 at 18:36

I disagree - because of your posts, ourselves and future members can look up similar pitfalls we may encounter with the same problem.

so, thank you for bringing it up!

:yes:

In response to 3dsmax x-file plugin
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Matt_Latham 101 Mar 30, 2003 at 18:30

Well, as luck would have it, I figured out the tiling problem just after I posted the thread; however, I am still looking for the plugin for converting directly to .x in 3dsmax environment. :rolleyes:

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Matt_Latham 101 Mar 30, 2003 at 18:10

I hate putting something on a forum and then figure it out on my own– It wastes the reader’s time. Maybe I should try harder before I post something. Thanks anyway…..

In response to Gamedev Info needed most
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Phaetos 101 Mar 30, 2003 at 11:14

I would like to read an article that covers the typical stages of game development:

Game concepts

  • What needs to be known minimally to start a project?
  • How do I write down a game concept?
  • What are the “standard” game concepts?

Design

  • How to create a unique CI througout the entire game
  • Creating the configuration and game menus

Development stages

  • How to create the menu navigation
  • How to create the actors (3D and 2D)
  • How to animate the actors
  • Design of the world
  • Moving the actors in the world (Player and enemies, collision detection)
  • Add bonus items (Bonus-Points, hidden levels, and so on…)
  • Mapping of the storyline to the game levels (level start and end, intermediate scenes)

The main thing is: Every step needs to provide a good solution for Linux and Windows
programmers! As I only develop unter Linux there are some steps where I dont
have any tools that can assist me. For example: Character animation. This is where
all my development stop as I don’t get an animated 3D model into my projects. :(

Greetings
Stefan

In response to Gamedev Info needed most
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EvilSmile 101 Mar 30, 2003 at 03:26

I think we should add an option to that poll, which says:
“Program/Module/Engine/whatever else” Design

In response to GL terrain demo preview.
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dk 158 Mar 28, 2003 at 21:38

looks amazing!!!!! very impressive.

Would you be interested to make an article/tutorial on that? That would be an excellent addition to the devmaster contributions…

In response to OpenGL Extension
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dk 158 Mar 28, 2003 at 21:35

Btw, it would be nice if someone could make an article about opengl extensions; that would be really nice to have here….

In response to OpenGL Extension
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dk 158 Mar 28, 2003 at 21:33

just to let you know, that somebody will be submitting a demo about extensions soon…

In response to OpenGL Extension
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baldurk 101 Mar 28, 2003 at 20:17

http://oss.sgi.com/projects/ogl-sample/registry/

I don’t suppose that is much use ;)…

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dk 158 Mar 28, 2003 at 01:33

It would be easier to find the problem if you post some code or at least show the approach you are using. Its hard to judge based on the issue.

In response to Transparent color
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Phaetos 101 Mar 27, 2003 at 08:56

But the compression algorithm for TGAs (RLE encoded) is quite simple to implement, too. So you
can reduce the size on Harddrive a bit.

In response to Transparent color
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CyraX 101 Mar 27, 2003 at 08:46

Advantage with TGA-
Setting an ALPHa value in an editor (I suggest GimP) like Photoshop would be far more easier and would also be less headache.Then you also have the runtime Alpha value. If today you think htat you are on Earth and Everything that is green is transparent in the world, suppose you get a state where you have to render jungle - lo behold you are in deep trouble - you would only be showing off Space or Desert. Not exactly the kinda things you expect.
However TGA textures could be nasty big.

In response to Transparent color
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baldurk 101 Mar 26, 2003 at 18:22

although it’s possible, surely pixel shaders would be a VERY stupid way to do it. It won’t provide much if any speed increase and it reduces your target audience wildly, because only top end Radeons support pixel shaders in hw.

not a flame, just an opinion :)

In response to 3D object
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CyraX 101 Mar 26, 2003 at 12:52

I am sorry Akirayuki if I sounded rude. I was just worried of the consequences of giving away code in this form. I hope you understand.
However if you would like there are places where you would learn a lot of stuff.
Read the Red Book - it teaches you your assignment too.
Just take a look @ the following link - it has VERY good stuff

http://opengl.org/developers/code/tutorials.html
Of these you better read the Online Books section. The others are short cuts to learning OGL and you might not exactly be able to learn it as much as you can. < No offence meant >
I hope you get to work in OGL and enjoy it too.

In response to Transparent color
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davepermen 101 Mar 26, 2003 at 11:25

good luck. happy to helped out

btw, this is what is done in the bumpmapping demo from nehe, to show the logos. he adds the alpha values manually in code to make them transparent..

took me ages those days to find that out, hehe…:D but its so simple:D

anyways, good luck

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