back-face culling

I re­cent­ly found a tu­to­ri­al on back-face culling. It means telling OpenGL not to draw in­vis­i­ble faces (faces on the back side ;) ) of a mesh, which does speed up the ren­der­ing a lot.

I was look­ing for some­thing …

Mouselook and SDL - Code

Okay, here is some code for mouselook with SDL

struct {
              int x, y;
              //In this case: the position where the mouse is held at
              bool trap; //flag for holding mouse at one place
          } mouse;

          void MouseMotion(){
              /* Set x and y to the current mouse position */
              int x, y;
              SDL_GetMouseState(&x …

Mineshooter with SDL…

Al­most done with rewrit­ing Mi­neshoot­er to work with the Sim­ple Di­rect­Me­dia Lay­er Li­brary. Still have a few prob­lems with the mouselook, but I should be able to work out a so­lu­tion very soon.

SDL is quite sim …

Mineshooter with SDL?

I’m cur­rent­ly work­ing on learn­ing SDL and am al­so think­ing about mak­ing my Mi­neshoot­er Pro­jekt use SDL. Does any­body have ex­pe­ri­ence with pro­gram­ming SDL-Ap­pli­ca­tions and would ad­vice against us …

Photo post 7

image0

Con­tin­ued work on Mi­neshoot­er!

I just read a blog-ar­ti­cle from man­with­steel­nerves about z-fight­ing which re­al­ly mo­ti­vat­ed me to con­tin­ue 3D-pro­gram­ming with OpenGL. That’s why I de­cid­ed to con …

Photo post 8

image0 image1

This is the last of the projects I’m cur­rent­ly work­ing on. It’s called “Noten­spiel” (Ger­man), prob­a­bly could trans­late it to “Note Game” (Mean­ing mu­si­cal notes).

You can see your points in the top-left (yes, “Punk­te” is …

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