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Closed 9 years ago.
I've been lately starting to learn how to draw computer graphics with openGL. I've been seeing a lot of words that I don't know. Eg. Processing pipe, shaders, shader language, graphic buffer,... I have absolutely no idea how graphic processors work, but I wasn't able to find any books which would explain it in a simple manner. Could you please suggest some resources on how computer graphics work?
Interactive Computer Graphics: A Top-Down Approach With Shader-Based OpenGL
Edward Angel & Dave Shreiner, 6th edition
It's the most recent version of a pretty good textbook that goes all the way from basics of vision and creating 3D images to modern GPU shaders. (You do need to know how to program.)
Related
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Closed 10 years ago.
I have a sound foundation on GLSL, OpenGL, and a lot about 3D graphics techniques in total. However, one concept still confounds me and that is the process of animation.
Does anyone have resources on where I can learn animating meshes in C++? Some examples would be awesome as well. :)
Animation is a lot of work, whether you are going to do it "by hand", or whether you intend to simulate the animation. If simulation is your cup of tea, see this answer I posted a few months ago.
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Closed 11 years ago.
Well Id just like to to ask everyones opinion on which people would recommand:
Ogre 3d which is free found here http://www.ogre3d.org
or
Torque 3d which costs 179 dollars found here http://www.garagegames.com/products/torque-3d
I will be going into my fourth and final year in college soon and I just want to start preparing for it now.
I am doing games development and money isnt an option.
Id just like to get peoples honest opinions
I know only Ogre3D a little bit. I don't know the other one. But my argument is in another direction: I don't think that you need the "extras" that you perhaps can gain from a licensed product. I would use the money for something else. Ogre3D is complex and powerful enough to have you going for a couple of years. And if you really come to an end with it there are either other free alternatives or you can still come back yo Torqu3d.
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Closed 11 years ago.
I just bought visual studio pro and I want to make video games. I have programmed in Xna, but I want to move on. Is there any c++ 3d game engines for visual studio c++ 2010 pro that is simaler to Xna?
OGRE is pretty good as well, easy enough to use and well supported. It also comes with a good user community and a good set of tutorials.
The Irrlicht Engine is an open source high performance realtime 3D engine written in C++. It is completely cross-platform, using D3D, OpenGL and its own software renderers, and has all of the state-of-the-art features which can be found in commercial 3d engines.
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Closed 9 years ago.
I have a great idea for a 3D game, but I do not want to start from scratch with OpenGL. I also do not want to reinvent the wheel. I found OGRE, and it seemed like it was perfect for my needs, except it lacked physics and audio. I do not need crazy graphics, shaders or high polygon counts, but the world will be very big, so it needs good scene or LOD management. I also will probably want to bring in rigged characters so skeletal biped animation support would be needed. Any suggestions would be greatly appreciated.
Thanks
Have a look at some of the answers from this question. You may find some useful libraries listed.
If you're open to alternatives to C++, you can check out this answer on the game development stack exchange website. The answer covers lots of options for game engines, physics engines and Graphics/Sound engines. Most listed here focus on C# (because of the question obviously), but some of them are wrappers for C++ libraries (you can always check out the native libraries that are being wrapped).
Old versions of the Quake engine are released under the GPL.
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Closed 9 years ago.
Whenever I do a search for OpenGL tutorials I always land on the NeHe tutorials.
However those cover the immediate mode stuff and are outdated.
Does anyone knows of OpenGL tutorials covering the latest 3.1 enhancements?
As far as I know, your only choices other than immediate mode are display lists and vertex arrays. Lesson #12 covers Display Lists. Lesson #45 cover Vertex Arrays and Vertex Buffer Objects.
It seems to me like most of the latest OpenGL changes involve GLSL and textures. I don't think you'll get much benefit out of exploring those topics until you master the basics (which I'm still doing). There's plenty of articles on display lists, vertex arrays and VBOs if you search for them.