Ahh The good old days! Good for you! You reminded me of my early days of learning game stuff.
I spent lot of time with plain old OpenGL and C/C++. Even when I should have moved on to some game engine but I kept doing OGL (...and now I am just doing 2d stuff in Flash).
Here is my hand-coded game demo. It just uses OGL. Physics, Particle effects and models are all done in code.
Controls: Arrow keys to move missile.
Awesome work. Buhat lush. Thats what I am thinking to do but I dont want to create a hype as I dont have the skills to do it right now. I am thinking of creating a 2D Platformer and use OpenGL for its rendering. It will be smooth and I can use a camera to capture all the scene in 2D. Not to disclose anything further because we say a lot of things like we will do that and this and we end up loosing motivation and the game idea rests in peace. So better to have something to show off than to hype without having anything.
Anyways, I like your program. Buhat tight. What are you doing these days BTW?
^ I hope you do know about nehe's tutorials.. this guy has some really amazing opengl tutorials.. it should help you a lot..
Yes I do know about it as the first thing you get when you run an OpenGL search over google you get 'NeHe'. Thanks again. Thanks a lot bro.
I have updated the section as I said. Now the scene contains some basic lighting and shading in it. Check it out.
$heeda Pastol ™
Last edited by abobobilly; 02-05-09 at 11:38 PM.
Interesting work Imran. You using GLUT? And is it an academic project? Which uni?
I missed this thread before, but thanks a to bot and our PGers reporting it, I got to visit it. I see you're doing pretty good.
And you're using directional lights here? Regarding model designing, I suggest using a light weight 3D mesh modeler, like DelEdit (I hope I remember the name right). It allows you to make nice looking stuff, with UV coordinates of textures too. Though the texturing is not that accurate, but the file it saves - set of vertice data, normals and UV coordinates, you can then write a small parser that can load that file.
In fact, it can export a .x file too and I think there are ready made open source parser codes for it as well. The key to lighting is the proper set of its normals. Better to use vertice normals even though specifying them is a little hard and a pain in the ass - without an external app.
What's your eventual goal with the engine? Gonna add animations to it? How much have you studied so far?
Last edited by Shyber; 03-05-09 at 12:13 AM.
Yes I am using GLUT sometimes and sometimes only Win32(wiggle). I am studying at FAST, Karachi but it's not an academic or term project. I am doing this in my spare time. I am using positional lights right now. Right now the model is pretty hardcoded but in future Inshallah I will load models from a rather simple file like .OBJ file maybe and then go on to MD2 or MD3 models(which quake uses). I would like to write a model parser myself as it will help me in understanding how the models are in format(I will surely take help with some tutorials).
Originally Posted by Shyber
Buddy, I started this in order to understand 3D. I don't have anything like a 3D engine in my mind(as the code is rather very badly written with no modularity) but who knows maybe as the time passes and I progress shall I make it into a 2D Engine with OpenGL acceleration. The models and map will be 3D but the camera angle will be set to a 2 dimensional viewing only. Thats what I have in mind ultimately.
And I advancing and learning openGL at a very slow pace. Mainly because of my university. My finals will also be starting from mid may so wont be giving a lot of time to it.
Hmm, in any case. Carry it on and keep in touch.
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