Search found 387 matches

by qpHalcy0n
Tue Dec 22, 2009 12:00 pm
Forum: Game Development
Topic: Books For Development
Replies: 13
Views: 1894

Re: Books For Development

Its sort of a shame nobody really seems to value books anymore. It's always good to have a number of desk references. Among my favorites (ones I refer to most) are: "Code Complete" (entire series) - Microsoft Publications really puts out a whole HECK of a lot of really good books. These ed...
by qpHalcy0n
Thu Dec 10, 2009 10:41 pm
Forum: Game Development
Topic: Mooball: Open source, public membership project started
Replies: 4
Views: 1021

Re: Mooball: Open source, public membership project started

Excellent, is that an email address that you're signed up to googlecode with?

Short, you would need to provide me an valid gmail address for me to allow you any read/write access. You have read only as a guest, just check out the SVN via http.
by qpHalcy0n
Wed Dec 09, 2009 9:24 pm
Forum: Programming Discussion
Topic: New FOSS Project started: open membership.
Replies: 0
Views: 1398

New FOSS Project started: open membership.

Started a new project, looking for coding types. Look here: http://thechaosrift.com/viewtopic.php?f ... art=999999
by qpHalcy0n
Wed Dec 09, 2009 8:25 pm
Forum: Game Development
Topic: Mooball: Open source, public membership project started
Replies: 4
Views: 1021

Mooball: Open source, public membership project started

I need another pet project to undertake, so I've taken some of the most basic of frameworks that I have laying about and decided to begin a new project. This project will be completely free and open source. Membership will be *almost* unrestricted (you will have to register w/ googlecode and me). Ho...
by qpHalcy0n
Thu Dec 03, 2009 6:12 pm
Forum: Programming Discussion
Topic: Save OpenGL Buffer as image?
Replies: 2
Views: 331

Re: Save OpenGL Buffer as image?

Create an auxiliary buffer object of an RGBA8 integer format with dimensions matching the window dimensions. When some key is pressed, you need to route the final render target instead of to the back buffer to the new render target. FBO would be best for this. Then you can use a PBO (pixel buffer ob...
by qpHalcy0n
Mon Nov 30, 2009 2:28 pm
Forum: Programming Discussion
Topic: operator SDL_Color 0.o?
Replies: 8
Views: 756

Re: operator SDL_Color 0.o?

Ya got it the other way around. A static cast would be "as close" to what is actually happening. Dynamic casts only deal w/ ptr or reference types, and even there, there's no way for the language to ensure that it's a safe operation. So its up to the programmer on that one. This is the bas...
by qpHalcy0n
Fri Nov 20, 2009 8:16 pm
Forum: Programming Discussion
Topic: Exponential Implementation
Replies: 9
Views: 834

Re: Exponential Implementation

Not to go into one of those long winded rants, but I'm going to go into one of those long winded rants ;] Listen, if it's not possible to find more than two hours in the week to do something that you want to make a living doing (especially now since you're at the cusp of adulthood), then you need to...
by qpHalcy0n
Thu Nov 12, 2009 10:13 pm
Forum: Programming Discussion
Topic: cQuate VS eQuasian
Replies: 4
Views: 458

Re: cQuate VS eQuasian

Rename it "AsianKid" and see what kinda times you get ;]
by qpHalcy0n
Sat Oct 17, 2009 9:59 pm
Forum: Programming Discussion
Topic: reference to std::vector vs pointer to array of vectors.
Replies: 5
Views: 540

Re: reference to std::vector vs pointer to array of vectors.

Well, you are actually passing a pointer to a vector. This can also be said to be an "array of vectors", depending on how you want to look at it. So, by passing the address of a vector type, that is similar to saying "an array of 1 vector". Therefore, x[0] yields you the 0'th vec...
by qpHalcy0n
Sat Oct 17, 2009 2:29 am
Forum: Programming Discussion
Topic: Texturing triangle fans
Replies: 1
Views: 565

Re: Texturing triangle fans

They're just mapping sin and cos, which have a [-1, 1] range to something more usable for a texture lookup [0, 1].

More conventionally you'd see it as " * 0.5 + 0.5" (eg: cosr * 0.5 + 0.5) so that -1 maps to 0 and 1 maps to 1. The way they've presented it there works just the same.
by qpHalcy0n
Sat Oct 10, 2009 11:49 pm
Forum: Programming Discussion
Topic: New video series posted: CG Math Primer (OpenGL)
Replies: 5
Views: 501

New video series posted: CG Math Primer (OpenGL)

Alright, in response to lots of questioning I've posted a video series on our Youtube site which is intended to be a computer graphics math primer and an OpenGL transformation pipeline primer. If you're experienced in this area, you can probably skip it as it's relatively "on the surface"....
by qpHalcy0n
Wed Oct 07, 2009 11:17 pm
Forum: Programming Discussion
Topic: So For Me To Successfully Major In Computer Sciences...
Replies: 7
Views: 556

Re: So For Me To Successfully Major In Computer Sciences...

I'm in league with capt. jack...well I can't attest to how close in league I am...but I got my start in the industry back in 2000. I can certainly attest to the fact that, at least 10 years ago, there was still this element of "unconventional-ness" to game programming in general. It was no...
by qpHalcy0n
Tue Oct 06, 2009 12:01 pm
Forum: Programming Discussion
Topic: Demo: Deferred Lighting in OpenGL
Replies: 3
Views: 1925

Re: Demo: Deferred Lighting in OpenGL

I've actually read that one. There's quite a massive number of indirect illumination papers out there. Instant radiosity proves to be the only real efficient method of doing indirect illumination in real time since it's very low frequency. That's actually where this next demo is going, there's actua...
by qpHalcy0n
Mon Oct 05, 2009 11:42 pm
Forum: Programming Discussion
Topic: Calculating vertices of a rotated rectangle
Replies: 35
Views: 5923

Re: Calculating vertices of a rotated rectangle

Ahhh, you are starting to seeeee young grasshoppa :] Anytime you pass a coordinate via glVertex you are indeed passing an "object space" position. It is via the MODELVIEW transformation (note the MODEL part) which *DEFINES* these positions in "world space" and then ultimately int...
by qpHalcy0n
Sun Oct 04, 2009 1:17 pm
Forum: Programming Discussion
Topic: Demo: Deferred Lighting in OpenGL
Replies: 3
Views: 1925

Demo: Deferred Lighting in OpenGL

This one is a quick & dirty demo of a typical fat-gbuffer approach to deferred lighting using OpenGL and GLSL. By deferring the lighting until after the primary geometry passes, we are allowed the headroom to calculate a lambertian lighting equation many hundreds of times in screen space per fra...