3D visualization of complex geometries in a GUI [closed] - opengl

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Closed 11 years ago.
I would like to develop a small cross-platform for (structured) mesh generation software (similar to Gmesh) and possibly 3D pre/post processing (like Salome).
In order to make things easier I'd like to use already made libraries, to better focus on the development of what I need.
I need
1. geometrical modelling capabilities
2. GUI
3. 3D visualization.
I have been looking around but the whole workflow results a bit blurry.
I think pyGTK and GLADE are good choices for me ( because of the community and the very open license with respect to pyQt).
The modelling part could be handled by Open Cascade ( preferably pythonOCC) but for the visulization in a pyGTK widget I don't know what to do.
I was thinking to use openGL (PyGtkGLExt) but I understood that OpenGL is too low-level.
FreeCAD (http://goo.gl/V4FCW) uses Coin3D (I could use pyvy maybe) for this reason but a software like Gmesh uses directly OpenGL.
On top of that I saw that for scientific visualization, VTK would be probably better, but I don't understand whether it is based on OpenGL or not. In my opinion OpenGL is nice because it is supported by graphic card drivers making the whole software faster.
I should be able to render geometries built by pythonOCC into a pyGTK widget but what kind of libraries would be better to use? OpenGL alone (maybe to complex to program?)
Coin3D (or similar) to speed up the use of OpenGL?
VTK alone? VTK in combination with OpenGL?
Other combination and/or libraries?
Have you experience in this kind of software?
Do you have suggestion about it? Do you know tutorials where the combined used of these libraries is explained?

Related

Win32 still best for Windows game development? [closed]

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Closed 10 years ago.
I'm looking to start a new project to work on in my free time that covers a lot of areas of Computer Science and I've decided on a game (most likely flight simulator or simple 2D side-scroller). Anyway, I do a lot of C#/Java development at work writing business applications so I'm looking to do a game in C++ (I have used C#/XNA for games previously).
However, I'm trying to find a good framework for C++ game development. I have used Qt before but don't believe this is suitable for what I am trying to achieve. Is Win32 and OpenGL still the best for C++ game development?
Also, I want to keep this pretty OO, any recommendations for wrapping the Win32 for game development? Or does OpenGL provide abstractions to help?
From what I've experienced, the Win API is a complete mess. I'd recommend using something like SDL and save yourself the trouble. As a bonus, this will also make it cross platform. You can also use OpenGL with SDL.
SDL is still a bit low level and has a C style API, so you'll need to write your own OO wrappers. I've heard that SFML and Allegro are popular alternatives but I have less experience with them.
SFML is probably the closest you can get. Most people using 2D rendering roll their own, and most using 3D go with either something like Irrlicht, or roll their own.
As for OGL, the OGL API is horrific- it's even worse than the Windows API. At least that is OO, C-style, instead of just plain old global-variables-up-wazoo.
Check out GLFW. It looks to be minimalistic (in a good way).

Writing a map editor for game development [closed]

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Closed 10 years ago.
I have recently begun game development, working mainly with C++ and SDL. After creating few simple clones, I want to work on something more complex. Something with a lot more physics than I am used to, and complex game objects.
So far, I have been using a basic tile editor I made in SDL to create binary maps, but now I want to work on something meatier. Something in which I can place objects and define their properties. 2D, of course, but with more utility than a simple tile editor.
I have been searching, but I haven't really found any articles which are aimed at developing such utilities.
Where can I find information to help me develop this toolkit? And what should I use? I have been looking at Qt, but I'm not really sure. I would appreciate any help and possible guidance for this endeavor of mine.
(I know that excellent utilities do exist, but I want to develop one myself, and then hopefully integrate my basic physics engine into it. It may be re-inventing the wheel, but a very good learning opportunity.)
Tiled seems to answer most, if not all of your questions.
Where can I find information to help me develop this toolkit?
A good place to start is by looking at open-source projects, which tiled is.
And what should I use? I have been looking at Qt, but I'm not really sure.
You need to be more specific. What requirements do you have? Tiled seems to do most of what you say you need, and is written in Qt, so Qt is definitely up to the task. It's also written in C++, which you are already familiar with.
I would recommend not reinventing the wheel, and using an existing, open-source map editor (like tiled) to do what you need. If there's a feature you HAVE to have, you can always contribute or extend the editor.
Since you're going into making a more complicated game, my recommendation is to first define your requirements. Once you've done that, write the game (not an engine).

software rendering with opencl onto opengl 2d view [closed]

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Closed 10 years ago.
I want to build a little software rendering library, because I like the idea of voxels, and the possible other alternative methods of rendering. Call me naive.
Using vanilla c++, with codeblocks, on a win7 system but with cross-platform intent. Using glfw for window management.
My plan is to use the gpgpu for opencl (parallel) calcs, then using OpenGL (in 2D view) for cross-platform context management and frame display.
Thus using the gpgpu for accelerated calcs, but leaving it up to me to define what those calcs are for. And asking OpenGL to just draw my results on screen.
Is there any easier cross platform way of putting my own renderings to screen?
Is this proposed method awesome, or not?
glfw3, which is under development has access to native opengl contexts. you can use that to create an interop opengl context. I haven't tried it yet myself though.
Is there any easier way?
Maybe, but none that I'm aware of.
OpenCL supports OpenGL interop, which makes what you're trying to do very fast.
(i've used it myself, and it was fast, but maybe not as fast as I would have liked, but I used it in a inefficient way)
Is this awesome? Maybe, but remember that opencl can't use all the hardware that opengl can, so if possible, use opengl for graphics.

Is QT the right framework to use for simple 2D game in C++ [closed]

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Closed 11 years ago.
I want to create a simple "Mario-like" 2D game. Nothing too fancy, just a some kind of plubmer walking and jumping, some bad guys, user interference, few levels. Is QT the right framework to use? My friend suggested me Irrlicht, but that seems much more for 3D stuff.
Thanks for your ideas!
I don't think that QT is the right tool for 2D game development in C++, but you can try SDL.
Also, for future game development questions, there's a better StackExchange web site where you can probably get better answers: Game Development.
Qt can be used to make very complicated animations and graphics scenes (2D and 3D). There are tiny examples included in the SDK that you can use to base your work on, but remember you'll be programming in Qt, instead of something a tad more general like OpenGL.
Check out SDL.
If you want a more OO API, check out SFML. SFML has more done for you in terms of design (a Sprite class, for instance).
Qt has a big library which provides a lot of features, you would be wanting to use Qt wholly rather than just for 2D drawing.
If you already know qt and are comfortable with it, then its way to go.

What are some good free, open sourced, cross platform game engines? [closed]

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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.