Tags » OpenGL

Cubist artwork with the help of a GPU

I wanted to come up with a shattered glass effect for my game. That didn’t quite work as intended, but I was nonetheless happy with the result. 1,206 more words


Simple Asteroids game in OpenGL: Scheme

Hi there! I’m currently working on an asteroids game for my Graphics and animation class. In this class we use openGL to draw and animate shapes around the screen. 320 more words


Goodbye, World! or Misadventures in Font Texture Rendering

Now that we’ve had our off-topic prelude, let’s be classical and begin the development blogging proper in media res.

(Note: With the length of this post, I considered splitting it up into multiple posts; however, it’s already been delayed a few weeks by review of some of my research and debugging of my test program, so instead I’ve just split it up into sections for your convenience.) 4,009 more words

Bug-hunting Adventures

The Beginning of a Physics Engine

Hello I am back again to post game development stuff. Although I have been away for awhile I have been working, lately I started to develop a physics engine in 3D in the language C++ and the API SDL2 and OpenGL which is used for graphics. 431 more words


Movimiento de un cubo con OpenGL

Por un curso que estoy llevando en la Universidad, tuve que leer un tutorial sobre OpenGL: http://www.tomdalling.com/blog/category/modern-opengl/

Me gustó bastante, por eso les comparto un Vine del movimiento de un cubo con OpenGL: 9 more words


Deferred Shading/Rendering Basics [OpenGL 4.2]

Deferred Shading is a pretty simple concept, you defer the shading of an object till the postprocess stage (commonly).

In the first stage, when rendering your surfaces, instead of deciding what they look like, you bake their data into a set of textures that hold all the relevant data, such as their diffuse color, surface normals, etc… and these will decide what their final color will be. 1,834 more words