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TooMuchAbstraction posted:At a guess, the normals on all of your faces are backwards, so you're actually seeing through the model to the opposite face. I actually had forgotten to clear the depth buffer, now I just have issues with some of the faces. I'll check the normals, thanks!
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# ? Mar 12, 2015 21:06 |
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# ? May 16, 2024 18:15 |
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blastron posted:I actually had forgotten to clear the depth buffer, now I just have issues with some of the faces. I'll check the normals, thanks! Culling is done via state and triangle winding, not normals typically. Try turning off culling entirely via glDisable(GL_CULL_FACE). If that works, turn it on and experiment with glFrontFace.
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# ? Mar 12, 2015 23:04 |
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Looks to me like z-buffering/depth testing is disabled.
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# ? Mar 12, 2015 23:31 |
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Yeah, I fixed it: the default camera depth setting was far, far larger than the scale of my models, so the depth buffer didn't have enough fidelity to represent the relatively short distances involved. I scaled it back and everything works fine now, thanks!
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# ? Mar 12, 2015 23:43 |
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DaVideo posted:I wrote a simple .obj loader and I mixed up the normals and the texture coordinates (it's supposed to be a cube) i think you actually stole a picture of my results when i was a kid and tried to color and then cut out + origami a paper cube
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# ? May 25, 2015 20:16 |
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Looks more like my first attempt at tie-dyeing a t-shirt to me.
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# ? May 26, 2015 13:18 |
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Or everyone's first attempt at rendering a cube in opengl. Vertex order matters? What insanity is this!
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# ? May 26, 2015 13:56 |
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https://youtu.be/8CcuNFRf7eY
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# ? Jun 18, 2015 23:12 |
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This is fantastic. Bad index buffer? Or maybe vertex?
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# ? Jun 20, 2015 02:45 |
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It was a scale issue. I had multiplied something much larger that also made my jitter much larger. Woops.
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# ? Jun 24, 2015 17:08 |
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https://www.youtube.com/watch?v=OvvW6-hIlRk
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# ? Jun 25, 2015 16:24 |
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I don't know what your intention was, but the result is awesome!
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# ? Jun 26, 2015 13:31 |
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I randomly got the urge to write a raycaster. I was going to post this in the "screenshots of what you're working on thread," or maybe the game dev thread, but then I turned eastward.
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# ? Jun 27, 2015 02:29 |
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Blue Footed Booby posted:I randomly got the urge to write a raycaster. That's XNA, right?
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# ? Jun 27, 2015 04:14 |
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Cumslut1895 posted:That's XNA, right? Correct. I have trouble letting go.
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# ? Jun 27, 2015 04:19 |
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Blue Footed Booby posted:Correct. I have trouble letting go. it seems so dumb to me that they put all the work in to develop it, but never bothered to upgrade it for DX 10+
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# ? Jun 27, 2015 04:26 |
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It wouldn't be a microsoft product if they didn't give up on it completely just when people started to like it.
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# ? Jun 27, 2015 04:55 |
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Blue Footed Booby posted:I randomly got the urge to write a raycaster. Where did you get started to learn about raycasters? I had found a tutorial at one point to make a really simple one, but it was written in some really bad engrish and I had trouble following the math as a result.
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# ? Jun 27, 2015 05:21 |
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xzzy posted:It wouldn't be a microsoft product if they didn't give up on it completely just when people started to like it. The really Microsoft part is how it got knocked around by other projects. To start with, it was a multi-platform framework supporting PC, xbox 360, and Zune (lol). When Windows Phone 7 came out it basically got hijacked as a tool for growing that ecosystem, with all the tutorials and web pages being updated to the point where I wouldn't fault a newcomer for not realizing it wasn't JUST a WinPhone 7 thing. The second Metro was announced I knew XNA was doomed. Remember that XKCD with the joke MS org chart, where the nodes of the graph are all pointing tiny pistols at eachother? Cumslut1895 posted:it seems so dumb to me that they put all the work in to develop it, but never bothered to upgrade it for DX 10+ There is, however, an update that lets it work with Visual Studio 2013. Just FYI. LeftistMuslimObama posted:Where did you get started to learn about raycasters? I had found a tutorial at one point to make a really simple one, but it was written in some really bad engrish and I had trouble following the math as a result. I started with Permadi's tutorial. It kinda feels like everyone else did too, because most tutorials, examples, etc share a lot of its design decisions and code structure. There are various less 90s examples lying around the internet, with varying levels of cryptic/terrible code. I found this HTML5/javascript example pretty helpful.
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# ? Jun 27, 2015 14:42 |
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I don't want to swarm this thread with dumb gifs nobody wants to see, so tell me if I should post more stuff like this.
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# ? Jun 28, 2015 01:11 |
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I can't stop giggling at the energy shot rolling forward ineffectually.
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# ? Jun 28, 2015 01:27 |
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More more more ahahaha
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# ? Jun 28, 2015 04:13 |
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That was absolutely hysterical. It's like a Naked Gun movie set in the Mega Man X universe.
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# ? Jun 28, 2015 05:21 |
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Troglyfe posted:I can't stop giggling at the energy shot rolling forward ineffectually. My favorite is when the camera tilts to show that the missiles are actually going in a circle I vote for more.
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# ? Jun 28, 2015 09:18 |
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Forer posted:I don't want to swarm this thread with dumb gifs nobody wants to see, so tell me if I should post more stuff like this. nah, this is one of the funniest glitches anyone has posted
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# ? Jun 30, 2015 04:45 |
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Forer posted:
This is hilarious. Each new thing is just so... pathetic
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# ? Jul 1, 2015 01:29 |
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Trying to create a slightly larger duplicate of an object on mouseover, but I forgot to remove the script from the created dupe. Shaders are hard let's go shopping.
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# ? Jul 3, 2015 03:40 |
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I hope you're keeping track of all this to add it to Party Mode later
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# ? Jul 3, 2015 15:10 |
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NorthByNorthwest posted:Vertex Skinning is easy you guys, you just -- This could be a monster in a horror game.
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# ? Jul 4, 2015 04:33 |
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https://www.youtube.com/watch?v=6tvYdzpEA1s
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# ? Jul 4, 2015 20:33 |
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The yearly forums game dev challenge is going on this month. Check out the thread for lots of cool glitches: SA GaveDev Challenge X. for example: SynthOrange posted:
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# ? Jul 11, 2015 20:23 |
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Eh, close enough.
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# ? Jul 12, 2015 16:35 |
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I'd like to see a gif of you playing it that way.
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# ? Jul 12, 2015 16:39 |
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Spent a goodly chunk of my weeklong staycation working on that dumb raycaster. Some things work. Some things dont. That gray monolith extending infinitely into a pocket dimension is supposed to be a door. The logic for colliding with, opening, and closing doors all works. Just not the rendering.
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# ? Jul 12, 2015 21:28 |
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Internet Janitor posted:I'd like to see a gif of you playing it that way. I haven't implemented sprite handling or controllers yet so I can't actually play the game. The graphics are pretty broken right now though.
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# ? Jul 12, 2015 23:20 |
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Left reload times on zero. And now Crazy Mode is part of the game.
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# ? Jul 17, 2015 02:18 |
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munce posted:Left reload times on zero. With that intense of a reaction, some of those particles seem like they'd at least reach orbital velocity and possibly escape velocity... I like that some do keep flying around.
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# ? Jul 17, 2015 04:30 |
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kayakyakr posted:With that intense of a reaction, some of those particles seem like they'd at least reach orbital velocity and possibly escape velocity... I like that some do keep flying around. I guess technically you could orbit if there is no atmosphere and the debris was ejected from the far side of the asteroid at collision at the right angle and speed.
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# ? Jul 17, 2015 05:13 |
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ManicJason posted:A single impulse from the surface can never get you into orbit; you'll crash right back into the same spot or somewhere sooner no matter your (sub-escape velocity) speed. Right, but the speed required to shoot debris what seems like multiple diameters of Earth is ridiculous and uncomfortably close to an escape velocity sort of speed, so if the collisions are imparting that much velocity, why not just a bit more. Material would then enter a heliocentric orbit. Though that's just speculation based on layman's physics.
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# ? Jul 17, 2015 05:23 |
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# ? May 16, 2024 18:15 |
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"I'll just make this tiny, tiny change to the environment sampling, what could go wrong?"
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# ? Jul 17, 2015 12:11 |