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31  Game Development / Game Play & Game Design / Penny-Arcade's Show: Extra Credits on: 2013-01-19 20:38:59
Hello,

I've just spent hours watching this show on the website http://www.penny-arcade.com/ and thought that it might be very useful to at least some of you.
I've searched for existing threads but only found one topic mentioning it briefly so I decided to make a thread of my own.

Each epsiode of this show picks up a topic concering game design and/or the game industry and explains various things (such as story-design, tutorial-design, getting started in the industry, etc. etc.) . It's very entertaining and informative to watch and doesn't really take much time due to one episode beeing ~6 minutes long.

Here is the link: http://www.penny-arcade.com/patv/show/extra-credits
I really encourage you to watch at least one episode.

Cheers,
greenOwl



32  Game Development / Newbie & Debugging Questions / Re: lwjgl and 2D? on: 2013-01-17 20:42:54
A really detailed and well written modern OpenGL tutorial:
http://www.arcsynthesis.org/gltut/index.html

The client code is written in C but its really easy to port to java because most of the lwjgl methods resemble the calls in the tutorial.
I've learned OpenGL with that tutorial (and the orange book for shaders) and I think learing modern techniques like VertexArrayObjects and indexed VertexBufferObjects is really the only way to do it "properly".

33  Discussions / General Discussions / Re: Registration Activation Quiz on: 2013-01-04 23:29:54
I recently did the quiz myself and I have to say I really enjoyed it! It was just a little bit sad that the last question was trivial. About a week ago I learned the Extended Euclidean algorithm at Univerity ...  Lips Sealed

34  Java Game APIs & Engines / OpenGL Development / Re: Different shader(programs) for different animations on: 2012-12-31 15:13:56
I work completely without textures. Some expamples of animations I wrote already:
> Change coordiantes of vertices to create all kinds of animation based on modifying the shape of my entity (e.g. modify the coordinates in a circular motion to create a wobbly-effect of my entity.
> Use procedural methods in the fragment shader (e.g. noise, gradient-fills, shapes, ...)

Currently I'm just fiddling around with opengl and shaders. I could imagine a total of ~100 objects not counting particles and other effects.
35  Java Game APIs & Engines / OpenGL Development / Re: Different shader(programs) for different animations on: 2012-12-31 14:46:15
The "interface"-thingy danny02 suggested sounds quite nice. The downside I see with his solution is a lot of shader-initialization (glShaderSource - ... - glLinkProgram) calls each time I want to change the animation and have to remove, attach and recompile the shader. I dont know for certain, but I belive that this is not quite the optimum concerning performance and such.

@pitbuller
Yes thats why I really don't want to an entire shader for each animation. What do you suggest instead? 1000+ lines per file seem really uncomfortable as well.
That do you mean with "data driven systems"?
36  Java Game APIs & Engines / OpenGL Development / Different shader(programs) for different animations on: 2012-12-30 16:08:24
Hello,

I'm currently experimenting with shader-based animation of 2D-objects. One of that objects is supposed to have multiple animation-options with the possbility to switch between them on runtime. Thats all fine and stuff my question now is:

Does it make sense (in consideration of performance and code-design) to wirte a sperate shader-pair (vert & frag) for each animation in constrast to writing a single shaderprogram and abstract the uniforms/attribs to a higher level (so they fit for all the different animations).
Note that in my case no textures are involved. Procedural only!

With my limited experiance I see these points on each side:
Single program:
+ no switching between programs (performance?)
+ less efforts client-sided due to standardized structures for uniforms/attribs
- (significant) more complex and confusing shader-code
- possibly unnecessary uniforms/attribs (certain animations might not need all the "space")

Multiple programs:
+ clean shader-code
+ less uniforms/attribs in each shader
- switching between programs necessary
- possibly more efforts on client-side needed

What do you think?
greenOwl
37  Java Game APIs & Engines / OpenGL Development / Re: Animation and transformation order on: 2012-12-29 19:22:06
Thank you very much for your detailed answer.
I asked the question because in my case it practically doesn't matter much in which order it's done. But as you mentioned in some scenarios it does.

I'll go with the variant you suggested because it's somewhat more convenient to animate with normalized coordinates and then transform the whole model to screen coordinates.
38  Java Game APIs & Engines / OpenGL Development / Animation and transformation order on: 2012-12-29 17:31:59
Hello,

I'm currently working on a shader-based animation for a game-entity. The (vertex) shader gets the mvp-Matrix as well as data for the animation.
My question is in which order I should execute animation and transformation. Should I do the animation-based manipulation of the vertex data (esp. coordiantes) first and then transform it or vice versa?

Thanks,
greenOwl
39  Game Development / Newbie & Debugging Questions / Re: Canvas and Images Resizing Proportionately? on: 2012-12-29 12:28:39
You have to think about what you want to do with the new available space you get from expanding your window.
> you could show more of the map or whatever you rendering (no scaling neccssary)
> you could scale your your images up to fill the space (you will have to scale BuffereImages e.g. using AffineTransforms)
This could get complicated especially if your images have the resolutions matching your smaller (regular) screen. In this case you have to use interpolation (AffineTransforms have that option if I remember correctly)
> ...

You have to be more specific what you actually want to do with that space

greenOwl
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