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Motivation.

category: general [glöplog]
heulanith: you have to import less functions because of the object model. so yes, but this is noticeable mostly in 4ks.
opengl is a dead api except for the industry mand maybe mobile (but i don't really know how popular is becoming opengl es (an opengl subset)). most people is using dx now, and many of those who are not are thinking about it.
added on the 2006-01-27 17:34:38 by makc makc
OpenGL is still the only choice if you want to do multiplatform stuff, or scientific visualization (though that's really not scene-related).
added on the 2006-01-27 17:44:38 by Preacher Preacher
makc: heh...ok, I'll downloading the dx sdk now, so I can try to learn (again), last try was horrible...
added on the 2006-01-27 17:45:59 by Heulanith Heulanith
Thanks all for the feedback. Im ditching OpenGL for DX, I have the SDK already set up and im going to go through and just rip the basic code and add whatever.

As for the coder, I think he will be happy. However, I think he fell off the face of the planet as I cant get ahold of him. hmmm
added on the 2006-01-27 19:06:17 by Rubicante Rubicante
preacher: right. but i was talking about scene and game programming trends.
i'm an opengl coder myself and i'd suggest it to beginners over dx, btw. even if i got the opposite effect, it seems :D
added on the 2006-01-27 19:32:03 by makc makc
"OpenGL is still the only choice if you want to do multiplatform stuff, or scientific visualization (though that's really not scene-related)."

IMHO inside-outside dichotomies are the biggest halters of progress.
added on the 2006-01-27 20:14:30 by uutee uutee
Quote:

@skrebbel

Yeah, I could try a bit that way, however it seems like cheating.


Dealing with video hardware is just a waste of time if you want to make, say, beautiful effects. OpenGL and DirectX are interfaces to the video hardware, and we can consider NEHE as an interface to GL. They solve some general issues to let you focus on the real thing.
added on the 2006-01-27 20:48:59 by Ger Ger
Quote:
IMHO inside-outside dichotomies are the biggest halters of progress.
Show me the unix-based visualization tool for distributed computing that's running on a mainframe and uses DirectX, and I'll agree with you.

But generally speaking, you're of course right.
added on the 2006-01-27 23:43:14 by Preacher Preacher
The only motivation for coding in DX is that you can write shader-code in assembly (even though shader-asm already seems to be a thing of the past).

mov, sub, add & mul -- that's music to my ears.

added on the 2006-01-28 01:07:18 by Hyde Hyde
bla bla. computer sucks. amiga rulez, d3d = cancer, openglu = hippie shit. also, computer(NOT GBA) sucks. amiga rulz.
added on the 2006-01-28 04:33:34 by kusma kusma
kus ma bite:
HEAR HEAR
also: psp rulz
added on the 2006-01-28 07:38:10 by GbND GbND
"...and we can consider NEHE as an interface to GL."

Liike, Pouet bbs' as an interface to sceners' brain? Last time i checked, nehe was such a horrible piece of crap that i was screaming from the pain...
added on the 2006-01-28 10:48:04 by blala blala
preacher: funny, last time i did multiplatform stuff (ps2/xbox/pc/gc game dev), we definately didnt use opengl.
anyone doing multi-hw platform stuff (as opposed to e.g. running on the same hw but booting to a different os) wraps their low level rendering layer and uses the most appropriate api (already available or custom-written) for the job on each platform underneath. =)
added on the 2006-01-28 13:18:47 by smash smash
it's scary people are using cut'n paste of others code for all kinds of purposes. it's quite nice to know what you are doing while you are coding.
added on the 2006-01-28 16:05:22 by pantaloon pantaloon
REPEAT 180 [ FD 1 RT 2 ]
added on the 2006-01-28 17:45:25 by bdk bdk
Well yes, but the problem is that it's too much (and perhaps useless) to know what's going on in the window init code. That's another reason why I prefer the old times ;P
added on the 2006-01-28 21:13:48 by Optimus Optimus
blala, nehe still is, but the point is that if you steal the windowcode and put it in some uglynehewindow.c file, it actually works and you can starting coding the damn demo.

or, well, you could also just steal all of kusma's engine like i do. well you couldn't, but i can.
added on the 2006-01-28 23:32:26 by skrebbel skrebbel

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