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1  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Lighting on: 2014-04-05 15:06:00
@SHC So are you saying that this type of light won't work in first person shooters? Aren't you also neglecting the W component of the entire calculation? Apparently they're important for this type of thing. Yes my model is a large cube.
2  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Lighting on: 2014-04-05 13:47:55
Hey SHC, great tutorial. I implemented this into my own engine and I was having some problems. There is a circular ball of  light on the vertices but it changes size and position whenever I move the camera. Do you have a solution to this?
3  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Creating a 3D Camera on: 2014-04-01 20:12:08
Hi, I'm kinda new to this but how would you implement lighting? If you create a new set of shaders would you need these uniforms in them? I know how to do the hard part (create the lighting shader) I just don't know if I put it all in one shader or put it in a separate. I have tried it but it doesn't work.

EDIT: Oh, I apologise. I never saw your next post. Thanks for doing a great job in explaining it!
4  Game Development / Game Mechanics / Re: Transitioning from Main Menu to entirely different games on: 2013-12-06 19:40:43
I'd use a state based method to transition. Create a super class Screen, for example, and then have you games extends from that. E.g. MarioGameScreen or DungeonCrawlerScreen etc. And in your main loop just type screen.render()  or whatever. To switch screens create a method called setScreen(Screen screen). In this method you will change your current screen (this.screen) to the new screen. You might also want to create another object called lastScreen which when the new screen is set will set the old screen to the lastScreen. Just in case you want to revert.
5  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Creating a 3D Camera on: 2013-12-06 17:28:19

Thank you for the reply. I know it sounds odd but I don't want to use uniforms and shaders. Is it possible just to get the matrix from OpenGL by using glGetFloat() and put that buffer into my Matrix class. Then to transform that matrix as appropriate and use glLoadMatrixf() / glMultMatrix() to send it back? Do you think you could provide me with some guidance with that? Additionally, I don't want to user glRotatef() or glTranslate() for the world transformation as that has some perfomance issues.

The main reason I want to do this is my game is doing a high level of lighting calculations in immediate mode. Shader's won't suffice. Thanks.
6  Game Development / Game Mechanics / Difficulties trying to get the pick position from projection and view matrix on: 2013-11-24 20:39:09
Hello there. I am trying to get the pick position in terms of a vector3 from the projection and view matrix. I am using my own math classes. I don't think this is right, could you give any suggestions on how to fix this?

   private Vec3 getPick(Mat4 projection, Mat4 view) {
      Mat4 inverseProject = projection.copy().inverse();
      Mat4 pick = inverseProject.mul(view.copy());
      Vec3 pos = new Vec3(pick.m10, pick.m11, pick.m12);
      return pos;

7  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Creating a 3D Camera on: 2013-11-23 16:22:01
@SHC Thanks for the reply.

The reason I'm doing that is because I don't really want to keep enabling/ disabling my shaders when doing other stuff such as light/shadow mapping using the texture matrix. Also I want to use the inverse of the rot matrix to get the pick.
8  Game Development / Articles & tutorials / Re: LWJGL Tutorial Series - Creating a 3D Camera on: 2013-11-22 23:46:24
Hello. Thanks for this brilliant tutorial.

One query: Is it possible to not send the matrix to the OpenGL using the shader but user glMultMatrix to rotate the rotation matrix?
9  Game Development / Newbie & Debugging Questions / Problems with sending Matrix to openGL on: 2013-11-07 21:34:37
Hello. I have a big problem with my 3D engine. It appears that the current View Matrix is not functioning correctly. I have tried everything with my current knowledge and I don't know the cause. Could you please take a look? The following source code is runnable and just requires LWJGL. Thank you, any help is much appreciated.
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List of Learning Resources
by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
by Grunnt
2014-04-03 15:48:37

Good Examples
by matheus23
2014-04-01 18:40:51

Good Examples
by matheus23
2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30

Anonymous/Local/Inner class gotchas
by Roquen
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