Effects & Algorithms
category: general [glöplog]
Hi.
Over the past few week's I have been learning some OpenGL
and now I feal like it's time to begin experimenting with some demo effects
(thats what got me into coding in the first palce)
It's just that I dont know where to start, it's a jungle of effects out there and I dont even know there names or how to go about doing them, I really like info on light effects, blending, morphing, meta balls, torus knots, water effects etc
I would also like to know where I can get some info on algorithms to move/create objects in neat patterns ;)
Im not trying to do anything original here I just want to get started.
any help is appriciated.
Over the past few week's I have been learning some OpenGL
and now I feal like it's time to begin experimenting with some demo effects
(thats what got me into coding in the first palce)
It's just that I dont know where to start, it's a jungle of effects out there and I dont even know there names or how to go about doing them, I really like info on light effects, blending, morphing, meta balls, torus knots, water effects etc
I would also like to know where I can get some info on algorithms to move/create objects in neat patterns ;)
Im not trying to do anything original here I just want to get started.
any help is appriciated.
just stating the obvious:
nehe.gamedev.net !
nehe.gamedev.net !
hmm.
just find out yourself ok? :)
sin/cos are your friends
paul bourke is the one to consult when you need metaballs
torusknots are outdated
blending is done by setting 3 renderstates at most (in d3d that is)
morphing is done by interpolation (can also be used to calculate movement)
there isn't any standard for water effects
i'm not so helpful right?
oh download directx 8.1 and the sdk
opengl is for losers
just find out yourself ok? :)
sin/cos are your friends
paul bourke is the one to consult when you need metaballs
torusknots are outdated
blending is done by setting 3 renderstates at most (in d3d that is)
morphing is done by interpolation (can also be used to calculate movement)
there isn't any standard for water effects
i'm not so helpful right?
oh download directx 8.1 and the sdk
opengl is for losers
oh and uhm
NOT NEHE.GAMEDEV.NET
i don't want to see another NeHe-compliant demo
NOT NEHE.GAMEDEV.NET
i don't want to see another NeHe-compliant demo
well.. even if many people do relase nehe-ripoffs, the tutorials are good for beginners. and remember:
unoriginal people will release shit, no matter who they rip off. that is not nehe-specific.
unoriginal people will release shit, no matter who they rip off. that is not nehe-specific.
"opengl is for losers"
yeah, it's portable, fast, simple and standard, so why try to use it?
blah.
yeah, it's portable, fast, simple and standard, so why try to use it?
blah.
supaplex obviously wishes to get flamed. he probably also prefers hungarian notation
superplek : I prefer to be a loser than a lamer like you seem to be.
We don't care what API is used, since the result is kicking ass.
We don't care what API is used, since the result is kicking ass.
sceez: you calling me a lamer? go sit in the corner you nitwit :)
216: why would i use hungarian notation? because i prefer a clear, stable, fast and consistent API? let\'s discuss this at mekka over a beer and one of virne\'s sausages :)
elric: you sound like shiva.
a) in how many cases do you need portability?
b) opengl chokes on multi graphics adapter setups
anyhow i must admit everybody should use whatever they like
i\'m just ranting again :)
216: why would i use hungarian notation? because i prefer a clear, stable, fast and consistent API? let\'s discuss this at mekka over a beer and one of virne\'s sausages :)
elric: you sound like shiva.
a) in how many cases do you need portability?
b) opengl chokes on multi graphics adapter setups
anyhow i must admit everybody should use whatever they like
i\'m just ranting again :)
and internet explorer is bugging a little again :(
Who needs an API anyways, just make some random calls to the GPUs.
a) in demoscene, never.
but for other applications, it's a big plus.
(maybe it's just coz' i'm working sometimes with some type of linux geeks who are able to code the socket routines only on their crappy OS :)
b) in how many case do you need a multi-graphics adapter setups to watch demos? :)
anyway, to have test both D3D and Ogl, i find the second one more "clear", to take your own words.
oh, and what the hell is this "shiva" thing?
but for other applications, it's a big plus.
(maybe it's just coz' i'm working sometimes with some type of linux geeks who are able to code the socket routines only on their crappy OS :)
b) in how many case do you need a multi-graphics adapter setups to watch demos? :)
anyway, to have test both D3D and Ogl, i find the second one more "clear", to take your own words.
oh, and what the hell is this "shiva" thing?
who shiva is? please.. are you a total newbie or what? :)
jay! opengl vs. dshit-
- i love this rant :)
- gl works perfectly here with multiple graphics cards setup. get your facts straight.
- gl is faster (dx calling overhead. fences)
- gl is cleaner (no sucking COM interface)
- gl is portable (maybe not THAT important for demos, but it pays if you are doing really world code)
- gl is simpler to start with (glVertex)
- gl exposes more hw (extensions)
- dx is inflexible like hell (fvf.. more static than gaffer's arese. ever heard of quad rendering? fences again anybody?)
(i am not a thing, btw)
- i love this rant :)
- gl works perfectly here with multiple graphics cards setup. get your facts straight.
- gl is faster (dx calling overhead. fences)
- gl is cleaner (no sucking COM interface)
- gl is portable (maybe not THAT important for demos, but it pays if you are doing really world code)
- gl is simpler to start with (glVertex)
- gl exposes more hw (extensions)
- dx is inflexible like hell (fvf.. more static than gaffer's arese. ever heard of quad rendering? fences again anybody?)
(i am not a thing, btw)
DirectX (the Micrososft API) is not supported by WindowsNT (the Microsoft OS)...
He? Uh ? Oh my god! They are both Microzonk prods!
There must be something EVIL il that!
Bettere stay away from that DX scary thingie!
(First of all coz if I spot a bug, with OGL I'm sure it's in MY code, not somewhere else.) ;D
He? Uh ? Oh my god! They are both Microzonk prods!
There must be something EVIL il that!
Bettere stay away from that DX scary thingie!
(First of all coz if I spot a bug, with OGL I'm sure it's in MY code, not somewhere else.) ;D
superplek, i'm sure you're Init DX code is too longer than you're demo code ! :)
superplek, it was just the most awful flame i could think of :)
but back to the rant..
what kind of attitude it is to go with the money that can push just about all the support for some inferior shit when there is clearly a better alternative available in front of your nose that doesn't even require you to format a partition for it or anything?
remember, when you support dx/xp/whateva YOU ARE SUPPORTING COMMUNISM. (that is, monopoly / one party)
but back to the rant..
what kind of attitude it is to go with the money that can push just about all the support for some inferior shit when there is clearly a better alternative available in front of your nose that doesn't even require you to format a partition for it or anything?
remember, when you support dx/xp/whateva YOU ARE SUPPORTING COMMUNISM. (that is, monopoly / one party)
with all due respect, supporting ms-products is supporting _capitalism_, not communism. supporting open source would be a more sosialist thing to do, than supporting ms. (the code belongs to _the people_ ... the corn belongs to _the people_ etc. etc.).
superplek supporting hungarian notation said it all about the value of his arguments anyway
eh...plek...I can use OpenGL stuff with multimonitor setups. That was in the OLD days =)
It's quite amusing how this has turned into yet ANOTHER opengl/dx flamewar.
Really really useless.
(we all know DX is better anyway)
Really really useless.
(we all know DX is better anyway)
knos are you having troubles interpreting text? as you could have read i'm not using hungarian notation. i dislike it, but i can live with api's using it.
so shut up?
and listen to sagacity guys :)
oh and shifter
it still wont work over here.
show me how :)
so shut up?
and listen to sagacity guys :)
oh and shifter
it still wont work over here.
show me how :)
"superplek, i'm sure you're Init DX code is too longer than you're demo code ! :)"
wow stv, thats the first *ALMOST* correct english sentence you've written
to be more exact, my direct3d device creation and management code is about 250 lines, which isn't much imho (a good vbe2 lib took more). weak flame dude =)
wow stv, thats the first *ALMOST* correct english sentence you've written
to be more exact, my direct3d device creation and management code is about 250 lines, which isn't much imho (a good vbe2 lib took more). weak flame dude =)
ok. sagacity's right
besides, capitalism equals communism anyway
now wasn't that original..
hmm how about: what's wrong with you french people who can't write english?
yeah, and now that i've gotten into it, we all should simply keep writing better demos and not just whine all the time.
besides, capitalism equals communism anyway
now wasn't that original..
hmm how about: what's wrong with you french people who can't write english?
yeah, and now that i've gotten into it, we all should simply keep writing better demos and not just whine all the time.
DX is obviously a lot better for the sole reason that I am using it.
Eat this, OpenGL suckaaaaz.
Eat this, OpenGL suckaaaaz.