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 like this after I increased the height of
the world in Mineshooter …
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 …
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 continue my Mineshooter project and here is a new screenshot.
What I did: I had stopped developing this game, because of difficulties …


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 German for points :) ), you get them by pressing the right key on …