Great stuff, well done!
Reminds me of my own experiments I did for my bachelor's thesis. You can speed this up a lot by updating the particles in a geometry shader.
Search found 700 matches
- Mon Jan 16, 2017 4:52 pm
- Forum: Game Development
- Topic: Particle Engine written in C (source code available)
- Replies: 7
- Views: 28562
- Fri Dec 09, 2016 11:42 am
- Forum: Programming Discussion
- Topic: Found this in some code I wrote 5 years ago
- Replies: 10
- Views: 20721
Re: Found this in some code I wrote 5 years ago
I mean you also use an exception or a success / error code parameter...
- Sun Jul 31, 2016 3:14 pm
- Forum: Programming Discussion
- Topic: Perspective Projection
- Replies: 38
- Views: 59192
Re: Perspective Projection
Use a library, it's not worth the hassle. Object files are also pretty limited and you will find yourself implementing import code for several formats.
I know that libgdx uses this import library: http://www.assimp.org/
I know that libgdx uses this import library: http://www.assimp.org/
- Thu Jul 07, 2016 7:39 am
- Forum: Programming Discussion
- Topic: Perspective Projection
- Replies: 38
- Views: 59192
Re: Perspective Projection
Welcome to the world of 3D graphics programming
- Wed Jul 06, 2016 6:22 am
- Forum: Programming Discussion
- Topic: Perspective Projection
- Replies: 38
- Views: 59192
Re: Perspective Projection
What are your triangle coordinates? What is your camera position?
- Tue Jul 05, 2016 4:53 pm
- Forum: Programming Discussion
- Topic: Perspective Projection
- Replies: 38
- Views: 59192
Re: Perspective Projection
Near and far should be positive values.
- Tue Jul 05, 2016 4:28 am
- Forum: Programming Discussion
- Topic: Perspective Projection
- Replies: 38
- Views: 59192
Re: Perspective Projection
Well now I'm completely confused. Been trying to make it work, but ever since I changed one number around it has been acting odd. If I decide it does need to be in a different order, should I also transpose with the uniform function? The matrix that stands closest to your input vertex in the multip...
- Tue Jul 05, 2016 2:06 am
- Forum: Programming Discussion
- Topic: Perspective Projection
- Replies: 38
- Views: 59192
Re: Perspective Projection
I have to do this EVERYTIME I'm setting up some matrices because my brain is just not able to visualize all this shit at once.dandymcgee wrote:If your transformations are completely fucked up and you can't figure out why, try multiplying them in reverse order and see if it fixes it.
- Thu Apr 07, 2016 3:10 am
- Forum: Programming Discussion
- Topic: Found this in some code I wrote 5 years ago
- Replies: 10
- Views: 20721
Re: Found this in some code I wrote 5 years ago
Code: Select all
if (!japanese)
return error;
- Wed Mar 30, 2016 2:35 am
- Forum: Programming Discussion
- Topic: Other languages. Any good books?
- Replies: 15
- Views: 28353
Re: Other languages. Any good books?
It's great to see how passionate you are about this :) Take one step back and ask yourself what you actually want to DO . Then go ahead and DO IT . Everytime you encounter a problem you come back here and ask us for advice, search on the internet or try to find advice in a book. This is the only way...
- Fri Mar 11, 2016 3:03 am
- Forum: Programming Discussion
- Topic: I really don't miss VB6
- Replies: 5
- Views: 12393
Re: I really don't miss VB6
That is hilarious in a horrible way.
- Sun Jan 31, 2016 1:21 pm
- Forum: Programming Discussion
- Topic: Animating a texture in OpenGL
- Replies: 3
- Views: 9358
Re: Animating a texture in OpenGL
The two ways you describe should work, just use one of them. I don't know of more options off the top of my head.
- Thu Jan 28, 2016 5:23 am
- Forum: Reviews
- Topic: The Witness
- Replies: 4
- Views: 8273
Re: The Witness
Dan is Jonathan Blow in disguise confirmed!
Sounds like I should give it a try
Sounds like I should give it a try
- Sat Jan 16, 2016 12:17 pm
- Forum: Programming Discussion
- Topic: Animating a texture in OpenGL
- Replies: 3
- Views: 9358
Re: Animating a texture in OpenGL
You can give your shader some uniforms that define which part of the texture to use and use them to calculate the value of gl_TexCoord[0] in your shader. Manipulating the texture matrix is also possible but I find the uniform approach more straight-forward. Edit: for newer OpenGL versions use your o...
- Thu Jan 14, 2016 2:40 am
- Forum: General/Off-Topic
- Topic: 3D shooter in Awk
- Replies: 3
- Views: 8221
Re: 3D shooter in Awk
Nice stuff