Rendering text into the world in box2d - c++

I am working on Box2D in C++. I have the world created. Is there some sort of shape, or inbuilt method, which can be used to write text into the world, and at it, maybe as a fixture? Maybe this is easy, but I haven't been able to figure it out!

Box2D provides only two basic shapes out of the box that you may probably already know: Polygons and Circles. If you need more advanced shapes, you should go for tools like box2d editor

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How to make such animation in After Effects

I have the basics of AE but I don't know everything, I would like to make an animation like the one in the link, with phone, if someone can tell me where to find such tutorial then that would be great. The animation of the phone is my main problem, it looks like a 3d model in sketch style. https://www.planradar.com/wp-content/uploads/2019/05/iPad_EN-1.mp4
First of all you need vector paths for drawing the tablet/phone it the style you have shown. (like in this video https://youtu.be/zSlXOIsfjLY?t=123)
Next you just need to put that all in 3D via camera settings and each layer as an 3D object and work this out step by step.
I think you should find many examples on youtube for what you are looking for.

Idea about how to model a building using OpenGL/GLUT?

I'm new to graphics, and I have to make a model of a building for an assignment using only GLUT or OpenGL.
Basically the school building's model( only the exterior portion) is to be made, and I have no clue where to start. Upto now I have drawn polygons, other shapes using GLUT, nothing in which there are multiple shapes. All the drawing upto now is using lines, or points, or polygons and mathematics.
Could you please give me an idea of how to go about it?
Update: I just want to know what steps I can follow to get it done. Some reference links would be awesome!
You could use modeling programs to create your model, and then use tools such as COLLADA to get your model into OpenGL.
The problem with hand-coding a complex object like that is that it takes a great number of lines of code just to define the vertices of the object.
People usually use 3D modeler software to build complex 3D objects, like Maya, 3DSMax or Blender and then export them in a format to be read into your OpenGL application.
Think about what you want your building to look like, and think about what kind of triangles you need to render in order to make that. You can either draw the entire thing in some sort of modelling software, and then import it into OpenGL, or you can come up with the triangles/textures yourself and do it by hand in OpenGL.
The exterior of the building will probably have a similar texture on the whole thing (brick, etc), and then there will be windows, doors, and a roof. Maybe some sort of sign that says "School Building". Take this all into account, what exactly you want your building to look like, and then think about what textures you will need to draw these things.
For example, say you're doing a brick building that is in the shape of a box, with a door and a few windows. I'd use one texture for the brick, and first draw an entire wall of brick. Then, I'd use a grey/blue looking texture for the window, and draw it over the brick wall. Then I'd do the same (different texture) for the door.
Just think about the design, and then just try things out - experiment. Good luck!
I once had a simillar homework. I did it by creating the models with Google SketchUp, then export the models to .3ds file and use my program to render it.
I choose Google SketchUp because it's the easiest to use among those tool I tried. Plus, they had a discount for students. You could also use Blender, which is free but take too much time to learn IMHO. 3dsMax is too expensive to pay for a homework.
To load the model into my program, I used Assimp library.

Playing with OpenGL

Just learning the basics of OpenGL for a class and was looking for something challenging and interesting to try and draw. Any suggestions?
Aiming to photorealism (just plain models, lights, materials, textures, etc.) is one thing, but what is even more interesting in my opinion is demoscene and all kinds of non-photorealistic effects. The idea of a demo is to program some nice animated graphics that automatically change from one effect to another or tell some sort of a story, and have a background music. Here you can find some videos. Just take a look at what some others have done and use your imagination. That's the funniest part of 3D programming in my opinion. Of course what you'll first program would be something extremely simple when compared to those videos on youtube, but everyone has to start from somewhere. Simple also doesn't need to be ugly. Some random suggestions:
mathematical shapes with sin(), cos(), etc.
alpha blending, especially addition blending (glBlendFunc(GL_ONE, GL_ONE);)
terrain rendering
read 3d model data from a file. (Wavefront .OBJ is a relatively simple one)
feedback effects with glCopyTexImage2D, which copies pixels from screen to a texture (in real life you shouldn't use this because it's too slow, but when learning the basics it's ok)
etc...
You might consider building an OBJ viewer. You will get the experience you're looking for, and it's a pretty good project for a beginning 3D graphics programmer, in terms of difficulty.
I believe opengl has built in shapes such as a teapot that you can call and have it draw. For starters, I'd stick with easy shapes like squares, circles, and cones. Try drawing a wireframe model first since that's the easiest, by using either quadstrips ,triangles or just poly lines. After you've gotten that down, learn to set up lighting and materials so you can draw a solid model.
At school we had a very interesting assignement to get started with OpenGL that I will share. The long term goal was to modelize a living room so you basically have to draw:
A table.
Two chairs.
A carpet.
A sofa
Some stuff that you might find interesting to add on the table for
instance a TV!
When you have all the things done, try to polish the scene a little bit by adding some lighting effects!
Hint: for all the objects you simply need to start with a basic rectangle. Then you can construct your scene step by step using translations/rotations.

2D platform game camera in c++

I was wondering how exactly cameras are programmed in a 2D platform game. How is it programmed only to render whats in the view of the camera without rendering the whole map? Also, whats the proper way to do this?
Lazy foo has some good tutorials on this subject and further http://lazyfoo.net/SDL_tutorials/index.php
navigate to the scrolling tutorial, its in c++ with SDL but the logic should be universal.
There is no secret about that, you can simple check which tiles and which sprites are inside the rectangle that defines the screen and only draw those.
Another trick is to make the cameras always follows the player, but when it gets to the corner of the scenario you stop moving the camera, so you do not show the scenario borders.

Simple 3D graphics project? [closed]

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I'm looking for some good ideas for a simple 3d graphics program as my final project for an intro to computer graphics class. As for some background information, we'll be using opengl and will have a little over a month to work on it, so nothing too far-fetched. The simpler and "prettier" looking, the better. It does, however, require some sort of interface that the user can interact with (so a very simple game or similar is a good idea) and must be 3D.
My only idea so far is maybe a 3D version of Tetris (google for some examples).
Edit: I ended up going with 3D Tetris. For a less than a month's worth of time, you can see what I came up with here.
A 3D text/code editor. Text is 3D, errors stand out, code indentations not only indent, but protrude on z axis, pages/files are 3D and can be flipped like a ringpad.
Probably not useful, but fun and more interesting than a game IMO.
In university, for my parallel programming course, I did an openGL/MPI implementation of Conway's Game of Life. It was quite interesting. Wish I still had the code around somewhere. The advantage of using open GL is that you can lay out the grid in different orientations rather than a flat grid. Remember, code doesn't exist until it's checked into source control.
Putting some physics in makes it more interesting. How about implementing Labyrinth (the maze toy where you are supposed to guide a ball from the starting point to the goal by tilting it).
EDIT: Erik told me it's called Labyrinth.
A 3D minesweeper game similar to this one.
Rubik's cube.
Look at http://www.contextfreeart.org/ ... write something similar, but for 3d.
If you've ever played Missile Command I belive that this could be a good project to '3d-ify'.
Try a chicken crossing the road game.
You will probably need to demonstrate the bare minimum of:
textures
lighting
animation
interaction
collision detection
Do not include even simple physics if there are no marks for it. Prioritise tasks based on the marking scheme. Get something simple working first and back it up :)
Honestly it's actually pretty easy to load up a bunch of animated models and set up a simple first person shooter. I mean, to get a generic thing working you don't need all that much:
Either load and display a heightmap or a BSP tree as the level.
Load and render some simple MD2 models (keyframe animation, low amount of polys and simple format).
Draw a simple hud.
Ray/AABB intersection, every time the user clicks you'll need to cast a ray from the center of the screen and see if it intersects an the bounding boxes of the enemies.
Simple FPS camera system.
The above is pretty doable in a month for as far as I'm concerned. (It's probably doable in a week if you already know some of the stuff).
I tried to do a 3D Asteroids for a class once. I never completed the gameplay part, since it was a graphics class. The ship could move around, as could the asteroids, but there was no collision detection. The ship and the asteroids had 3D textures applied to them, and the asteroids were built out of ellipsoids, so they were actually 3D. The gameplay was all 2D, though.
How about one of those games that are a wooden maze with a ball rolling around the top. You tilt the board and try to get the ball round the maze without falling down the hole? It has the advantage that it's relatively simple to get started, but you could probably think of some extensions if you have time.
If you're looking for a true university size task, mine was to produce a small helicopter "game" where you could take off from an aircraft carrier in an ocean and fly around with some environmental effects, moving water etc. i.e. nothing too complicated. As another example, the task set for the year previous to mine was a little sans-opponent racing game.
I would worry that you may loose marks with tetris as it sounds like little would be done on the z-axis and may come across a little too 2d though it obviously depends on your brief.
Anyway, these will give you the chance to experiment with the basic OpenGL features such as fog, lighting, geometry, textures and some basic movement physics & collision detection/response.
Further on this, though often beyond the scope of such a university sized task you could then take this further add nicities such as animated geometry (e.g. people), environment mapping, reflections, shadows, particle systems, shaders, perhaps a heightmapped island.
Rewrite Blocks 3D. The graphics on this project look horrible now. I remember playing this game (or one like it) on a 386 with wireframe graphics... awesome. The game is basically 3D tetris.
I would check Panda3D or Pygame.
Panda3D is probably close to what you are looking for, and one idea that always works is to put the user's face in the main character or object. 3d-pong with the player's face? Use something unexpected... like a tetris made of burgers instead of bricks.
I love little self-organising alife applications like boids. They can be fun to code and always benefit from a nice UI, especially 3D ones. User input can modify aspects of the environment as well as moving around/through the environment.
I like exoplanets. Go read up on them. On Wikipedia and http://exoplanet.eu there's a lot of information. Astronomers and public outreach people could always use fresh 3D animations showing how the Doppler effect works, or how the planet transiting in front of the star makes it for example 0.5% dimmer.
Or, what I work on, is how when the planet passes behind its star. At Earth we receive just a teeny bit less infrared from that star. The user could adjust the orbit, size of planet, etc. and see how that affects what astronomers see. It could be fun, simple enough to do, and unlimited potential in extending the work for nicer textures, slick lighting effects, etc., and you could end up with something to contribute to science education.
I'd be making such 3D animations myself, if I weren't busy helping crunch numbers for the actual science. I'll be jealous!