Tagged Questions
2
votes
1answer
221 views
Material, Pass, Technique and shaders
I'm trying to make a clean and advanced Material class for the rendering of my game, here is my architecture:
class Material
{
void sendToShader()
{
program->sendUniform( ...
0
votes
1answer
196 views
An API independent way of managing video memory?
I'm developing a game. The game architecture is very modular. I have a "Graphics Engine", which uses either a Direct3D or OpenGL renderer. However the user does not have access to the renderers ...
2
votes
2answers
3k views
OpenGL - Understanding the relationship between Model, View and World Matrix
I am having a bit of trouble understanding how these matrixes work and how to set them up in relation to one another to get a proper system running.
In my understanding the Model Matrix is the matrix ...
3
votes
2answers
289 views
Using a programmable pipeline in a game engine
As a learning experience, I'm developing my own 3D game engine using OpenGL. I'm a little confused as to how to implement my rendering engine such that it uses a programmable pipeline while still ...
4
votes
2answers
862 views
Manage VBO/VAO in a graphic engine
I'm trying to make a 2D Graphic engine for training me. I've actually made it with immediate draw and I've made the renderer outside (so I can switch between OpenGL and DirectX).
How can I manage ...
2
votes
1answer
300 views
Not repeating background in platformer [closed]
I need to make not repeating background for platformer. I can't find any description of implementation and I developed algorithm but I'm not sure that it's right.
I can't load one big texture per ...
1
vote
2answers
522 views
Sharing VBO with multiple objects and fixed size buffer data
I'm just messing around with OpenGL and getting some basic structures in place and my first attempt resulted in each SceneObject class (just contains vertex information right now) having it's own VBO ...
6
votes
4answers
4k views
Object-Oriented OpenGL
I have been using OpenGL for a while and have read a large number of tutorials. Aside from the fact that a lot of them still use the fixed pipeline, they usually throw all the initialisation, state ...
0
votes
3answers
1k views
For learning purposes only, is creating a game engine or using one such as Unity3D or UDK better?
Alright, let me start off by saying this: I've seen multiple threads comparing creating custom game engines to already created game engines such as Unity3D or UDK, but none of the threads I've found ...
3
votes
3answers
1k views
Is “pure” OpenGL productive enough?
I know that this is a difficult question and I hope I can convey my meaning. Over time I've used many different engines from XNA over Unity to Panda3d and even tried native directX once. My final ...
4
votes
1answer
1k views
How can I create an orthographic display that handles different screen dimensions?
I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a ...
8
votes
3answers
637 views
I would like to know how an OpenGL driver will be implemented to learn opengl internals?
I'm learning OpenGL and really like to know how the interaction with the Graphics card will be.
I feel understanding how it was implemented in the Graphics driver, will let me know complete internals ...
9
votes
3answers
18k views
Writing Game Engine from scratch with OpenGL [closed]
I want to start writing my game engine from scratch for learning purpose, what is the prerequisites and how to do that, what programming languages and things you recommend me? Also if you have good ...
3
votes
1answer
285 views
Looking for literature about graphics pipeline optimization
I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better.
I have found ...